This is a revision of Ferelden project, that includes: Companion and NPC redressings, some makeovers, equipment model replacements, and added ambient NPCs, placeables, herbs, containers, etc. scripted to various areas.
For DA2 Hair and various unique but still DAO looking Hair
Permissions and credits
Credits and distribution permission
Other user's assetsSome assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
IceBuckets, for allowing recolour for The Guardians of Cadash Thaig. Shanamah, for use of DAI Deep Mushroom model from Deep Mushroom Resource.
File credits
Credit to Loincloth Fashion, Kirkwall Exports, Back to Ferelden, Inquisition Mage Armour, DA2 Isabela and Flemeth to DAO, The Guardians of Cadash Thaig, Viva la Orlais, Ferelden Pack and tmp7704's mods.
Donation Points system
This mod is not opted-in to receive Donation Points
Changelogs
Version TGoCT-v1.1
Now includes Longbow Item Variation fix for gen_im_wep_rng_lbw_dal.uti.
Version CN-v1.3
Awakening Fixes: Qunari redress for Awakening and Skins of the Keeper for Awakening. See Bugs: [Broken] Awakening Replacement Issues, for more information.
Version CN-v1.2
Update/Fix: Icons were missing for some items. Also a staff model correction for Merrill's Vir Tasallan. This update may include other slight tweaks and additions.
Version CN-v1.1
Update/Fix: Icons were missing for most of the items in this folder by accident. Instead of doing a full replacement update of the main file use this update patch until I do a normal update on the main file. \Companions and NPCs\UTIs\Awakening and DLC Rplc
Version Beta
Beta testing stage
Version 1.0
Initial Release
************ Installation ************ Requires: A RAR file extractor.
Place:
Ambience and Environment
Companions and NPCs
TGoCT Recolour (Miscellaneous)
SotA Recolour (Miscellaneous)
Folders in My Documents\BioWare\Dragon Age\packages\core\override
Note Update Version is a Module, is a beta. I need confirmation this installs correctly and works. If you are beta testing please post here to report errors, issues, typos, etc.
************ Description ************ This is a revision of Ferelden project, including a collection of retired mods A Paragon of Dwarvenkind, Dark Circle, Gnawed Nobles and Nature of the Dalish mod, but also includes revisions for random encounters, lite content, locations and more. This is considered an on going project planned to evolve and expand further.
The Ambience and Environment expansion is the next phase in the project. Extending to ambient NPCs and filling areas with placeables adding to the environment. Some things are progression or otherwise triggered, immersing you even more into the game. This is all done with scripts and without editing .are files. Some Quality of Life improvements, minor mini cheats and miscellaneous quirks included.
I tried to index and detail as much as I could in case people want to 'cherry pick' files or sorting out MOR, UTC, UTI and/or UTP conflicts if you use other mods that may conflict. This mod was originally released in segments to make sure each focus area seemed to be running smoothly before I released as a collection.
Some aspects of the mod will automatically update others will require a first time loading into the area. New game files are best for this mod but not a requirement.
*************************** Ambience and Environment ***************************
Spoiler:
Show
PRCSCR Scripted Placeables (functional, unique, containers and clutter), Ambient NPCs, Ambient Animals and Hostile Creatures (humanoid and/or monsters). No .are files are included and will update in your game immediately. Also, minimal .utc/.utp replacements; the rest are custom. Over a 100 area locations either have added placeables, ambient NPCs or animal, and/or hostile creatures. Denerim Market has been excluded due to it's notorious crashing issues, but other Denerim locations have been included.
RfCIP Awakening Integration and fCIP Awakening Mechanics Resources (from Resources for Certain Interested Parties (Resource Compilation Pack)) includes awakening herbs (and other placeables), and stamina draughts available by containers herb or otherwise. Additional custom placeable Deep Mushroom (Spider Corpse Variant) model included; from and compatible with Deep Mushroom Resources (so you can have both Ghoul Mushroom variant and Spider Corpse Variant) with Shanamah's permission (you do not have to download the mod, but you should it is great). Also this same model is used as a replacement for Corrupted Spider corpses (APR_base_spider_corr file), it only affects models of corrupted spiders and if you have mods that conflict you can delete it.
NPC plot continuity, for example ambient NPCs added to Mage Origin with the mages form Mage's Asunder from the Fade (as well as their corresponding dead or "unconscious" bodies in the Circle Tower) during Broken Circle. As well as the previously dead bodies turned ambient NPCs for Mage Origin. Some examples (see Ambience and Environment Lists for full list):
Spoiler:
Show
Ambient Animals, many ambient animals have been added especially in Lothering. Including, more ambient Halla; which is even better if you have/use Updated Halla. I tried to make the Halla in better numbers to accommodate the Aravels (two Halla per Aravel), but of course taking into account the werewolf attack and them losing a portion of their herd for Zathrian's clan.
Blood Mages, from Broken Circle are also added to the Mages Origin as suspicious ambients (some even conveniently witnessing Jowan's blood magic).
Dwarves, various ambient dwarves from both Dwarf Commoner and Dwarf Noble Origins are now in Orzammar for Paragon of her Kind. Some show upon arrival and other triggered from plot progression.
Mages, from Broken Circle either as dead bodies or seen Mage's Asunder from the Fade, are added to the Mage Origin. Also, the Mage's Asunder from the Fade bodies (dead or unconscious) are now in the tower during Broken Circle.
Templars, from Broken Circle seen in the Fade are both added in Mage Origins and as bodies (dead or unconscious) for Broken Circle. Also, restored generic templar (multiples added) with interaction dialogue has been added to Mage Origin.
Wisps, during the fade harrowing two neutral Wisps have been added. The area map actually already has their waypoint paths but must have been cut content since they aren't in the game. Sadly, one waypoint path seems to have a block so one Wisp stops after following it's path, so it has been set to a random wander. The other will continuously follow it's path.
Interactive and non-interactive clutter and decor. Some strange items have been added to the game with unusually properties. Mouseholes containing lesser stamina draught, awakening herbs, an apparatus that refills mages mana and more containers to pilfer your surroundings. If you have opted out of RfCIP Awakening Integration and RfCIP Awakening Mechanics Resources some of the containers will just not provide the items but still have clutter or not show up. Also, many props turned placeables; including recolours because without most are are overly bright even more than traditional placeables (but many are only party converted they still can't be interactive with), for even more decor. Examples of unique and special placeables (see Ambience and Environment Lists for alternate list):
Spoiler:
Show
Apparatus, mostly for ambience and has same use as Lyrium Veins from the fade. Found in the Circle of Magi Tower and a couple other areas.
Blood Lotus, Madcap and Rashvine,found randomly in various outdoor locations. They aren't set for autoloot sadly, issues with scripting items that do not have matching tags.
Circle Supplies and Apprentice's Footlocker, invisible containers located in and near the models of supply and storage units with TS Circle tables.
Combat Dummies, some combat dummies have been added that give Combat Training skills.
Deathroot Flower, another herb container that holds Deathroot.
Deep Mushroom Variant, another herb container that holds Deep Mushrooms.
Flesh Pods, a cut content container restored. Found in the Circle Tower with TS Circle tables.
Jars, containers that hold health poultices of various potencies, found randomly—usually in various indoor locations.
Healing Vases, containing Shimmering Orb of Light are now available in the Fade: Lost in Dreams and removed after Sloth is defeated.
Locksmith's Tools, learn lockpicking and become a hidden rogue. Places the plot item Locksmith's Tools in inventory, as a form of continuity to why you can unlock. Available at all Origins (except mage) and at Ostagar.
Lyrium Sand, found in caves contains a large stack of Lyrium Dust (and small stack of Lyrium Sand if you use this mod).
Lyrium Vials, invisible container meant to be overlapped with a non-interactive prop or lyrium vials.
Mouseholes, found in villages and unkempt city locations. They contain lesser stamina draught; collected by the crafty little rodents.
Party Camp Upgrades, as Dog, Oghren, Wynne and Zevran join your party—decor and some containers will spawn. Some decor will depend on plot progress, specializations (including what you have and don't have) and choices.
Pile of Ore which contains Meteor Metal Ore, model was replaced, previously game used trash pile, replaced with Silverite Node from Awakening.
Shelved Reagents and Stored Reagents, invisible containers located in and near the models of shelving and storage units. Two to three reagents per container, some guaranteed items and some TS Stone tables.
Smuggled Contraband and Smuggled Goods, found usually in questionable locations with TS Antivan and TS Tevinter tables.
Stack of Sovereigns, 5 gold sovereigns in a coin stack container.
Storage Organization, this mod includes my Storage Organization feature (adds three new containers in party camp for storage), so if you had it from my other mod use this one and delete that one. Or you will get it in duplicates, and this mods version is updated.
The Black Vials, this mod includes my Black Vials swap out, so if you had it from my other mod use this one and delete that one. Or you will get it in duplicates, and this mods version is updated.
The Tower of Ishal (Fourth Floor), a transition door that skips level 1-3 and goes straight to level 4. You are awarded the codex The History of the Chantry: Chapter 1 you would have gotten, the Silver Bracelet gift, Warpaint of the Wolfhound kaddis, 50 silver and 3,000xp to party. But if you want to opt out simply delete Ishal Tower Skip folder (Ambience and Environment\Scripts and Misc)
Wilhelm's House, a transition door added in Redcliffe Village, so you can follow part of the original (and cut) Shale storyline. A new area map of the house will be available and various plot items and dialogues will now open. It isn't exactly cannon, and not the intended complete version (but edited so flagged complete after you find it), but it is a fun small side mission to try. But if you want to opt out simply delete Redcliffe Side Quest folder(Ambience and Environment\Scripts and Misc).
Body Cleanup, in some areas where you think bodies would be cleaned up after some time will be. When using mods that have "No Corpse Decay" bodies, in certain areas they tend to pile up like Orzammar. Where they would be cleanup up eventually, and now they will be depending on triggers, progressions and how many times you load or re-enter the area. Some bodies will take longer to remove since the developers tend to use the same tags on mobs and the script will only take one at a time. At this time only some areas and some bodies will have this, some bodies are easier to cleanup than others. I use preexisting plot triggers, so if there isn't an easy/direct trigger, I do not want to use it in case they haven't died/been killed yet.
Hostiles, custom hostiles such as Swashbucklers (Normal and Lieutenant, Duelist Spec), Orlesian Assassins (Boss, Assassin Spec), etc. have been made, but other core creatures such are humanoid, beasts, etc. are also used. Some are mixed in as opportunists with existing ambushes, and some are secluded/separate, but they may be stealthed so do run too far when in battle you might drag more enemies. They are not added too close to "meant to be" friendly NPCs areas, nor on top of entrance waypoints. It can be opted out of easily; by deleting the Hostile Creatures by Location folder. Some examples (see Ambience and Environment Lists for full list):
Spoiler:
Show
Black Bears, added to the Korcari Wilds.
Black Bear Mother, boss added and triggered with the Lothering Black Bears quest.
Deep Stalkers, more added to the Basement during Mage Origin.
Ghostly Arcane Warriors, added to the Lower Ruins.
Giant Spiders, more added to the Storage Caves during Mage Origin.
Maleficar, boss added, triggered after the campsite illusion is discovered (re-load of the area may be needed).
Orlesian Assassins, female wearing Harlequin's Motley (LF), assassin specialization and boss. Found in various Denerim locations.
Spider Queen, boss added to Ruins Upper Level in the Brecilian Ruins.
Swashbucklers, male (tmp7704 light DA armor) and female (Isabela outfit), duelist spec both normal and lieutenant. Found in various Denerim locations; smuggling contraband and goods.
Wolf Pack, various ranks added to the Brecilian Forest and triggered after the Nature of the Beast main plot is complete. Located near the Grand Oak.
Scripts and Misc folder is more or less the optional(s) folder. It has the The Tower of Ishal (Fourth Floor) and Wilhelm's House transition doors as mentioned but there are a few other scripts in there as well:
Spoiler:
Show
Add Grey Warden gear into inventory and redresses the Warden upon arriving Ostagar, previously the warden armor was in Alistair's inventory. Grey Warden Robes for mages and Gray Warden Armor for rogues and warriors. To opt out simply delete Ostagar Redress folder(Ambience and Environment\Scripts and Misc).
The Tower of Ishal (Fourth Floor), a transition door that skips level 1-3 and goes straight to level 4. You are awarded the codex The History of the Chantry: Chapter 1 you would have gotten, the Silver Bracelet gift, Warpaint of the Wolfhound kaddis, 50 silver and 3,000xp to party. But if you want to opt out simply delete Ishal Tower Skip folder (Ambience and Environment\Scripts and Misc)
Skip Loghain's cutscenes (1, 2 and 3) after prelude. I find it terribly annoying when you change the MORs and redress and the cutscenes are vanilla. It goes straight to the Dog's cutscene instead. This also fast tracks Zevran to be obtained after Lothering. To opt out simply delete Skip Loghain Cutscenes folder(Ambience and Environment\Scripts and Misc).
Wilhelm's House, a transition door added in Redcliffe Village, so you can follow part of the original (and cut) Shale storyline. A new area map of the house will be available and various plot items and dialogues will now open. It isn't exactly cannon, and not the intended complete version (but edited so flagged complete after you find it), but it is a fun small side mission to try. But if you want to opt out simply delete Redcliffe Side Quest folder(Ambience and Environment\Scripts and Misc).
Corrupted Spider Corpses, gives the DAI Deep Mushroom model as the spider skeleton for Corrupted Spiders. To opt out simply delete Corrupted Spider Corpses folder(Ambience and Environment\Scripts and Misc).
Disclaimer: Some triggers may have to be confirmed by users/players. Sadly, I have limited game files I lost all a while ago and only have one complete run-through and I tend to play my games pretty much the same way. I have tested to make sure the placeables/NPCs spawn, but not with the triggers in place. I will provide a list and if users/player can let me know on the unconfirmed that would be very helpful.
If you are wondering why some areas have been left out, note that some areas cannot be scripted into. Sub-areas to Area List areas; like all the buildings within Redcliffe Village, but the Redcliffe itself can be. At least to the knowledge of various well versed scripters. Scripting just has it's limitations.
Lastly, do not be surprised if I update—adding even more. At this time some areas are just getting more attention then others. Either by what is inspiring me or because it is a favoured part of the game for me. For example, I got very inspired for Lothering, and really, I usually fast track and not care about it—but I keep getting more ideas. Or Mage Origin/Broken Circle because I always play mages and got focused on the continuity.
**************************** Appearances and Equipment ****************************
Spoiler:
Show
Companions: I wasn't sure if I was going to make this apart of the main files or optional, since many people are very particular on how their companion characters look. So my companions still have the look of the originals (except Sten) or otherwise inspired by other Dragon Age installments. This is because I personally have a hard time with faces that don't seem to match the rest of the game. But there is a good chance you have your own companion MORs anyways so you might end up using those anyways.
Lelianaunique restricted gear and MOR (Origins/Inquisitions mix), default start talents reworked Bard/Rogue talents only, allowing your choice to have her go archery or dual-weapons
Morriganunique restricted gear, Apostate's Courage staff and MOR (Amalgamation of Concept Art/Origins/Inquisitions)
NPCs: Redressings and some MOR replacements. Some redressings included fixing mismatched gear. Also see Equipment Replacements, for full armor and weapon replacement guide.
Easier Siege, you may note a file folder called Easier Siege under the Redcliffe NPCs, this makes the siege NPCs immortals. If you do not want this, delete this folder and it's contents. This is mostly because I hate the NPCs dying in this battle even though they don't actually help much (I'd heal them all before this mod, and started to resent this battle because of it), I figure it the "Holy Protection" worked! modification.
Non-Human Races:
Dalishsee Nature of the Dalish (see below) for details
Dwarvessee A Paragon of Dwarvenkind (see below) for details
Dark Circle: See just how dark and dismal life is like with the Circle of Magi and the even darker alternative of becoming a blood mage. Clothing replacements, morph makeovers, redressings—with recolours and DA2 models for the Circle of Magi mages and tranquil, as well as blood mages and maleficar.
Spoiler:
Show
Inconspicuous mages are more inconspicuous—like the Liaison for the Mages' Collective. Some mage Travelers and Mages have been left untouched like the Traveler/Qunari Mages for those who use tmp7704's Qunari Update and Tevinter Mage and Soldiers for those who use Tevinter Nights.
More attractive morphs, but more ambient/unnamed and few minor characters to minimize overlap of those who already have preferred morphs for their game.
Blood mages look more nefarious including some will have full black eyes and very pale skin, this is an indication they have killed or sacrificed the innocent. The corruption is spreading and demons are clawing from the other side of these blood mages' void black eyes. Some blood mages even cover or paint their faces to look more intimidating.
Tranquil and sometimes even mages look more like Chantry property wearing the Chantry's Robes.
The Last Request's Blood Mages Tevinter Mage Robes/Tevinter Robes to Archon Robes/Enchanter Cowl (see Replacements)
Thy Brother's Killer's Maleficarum from Chasind Robes and Enchanter Cowl --> Garb of the Maleficar and Mask of the Maleficar
The Cultist Overseer (the Arcane Warrior) changed to female, my main's MOR and redressed to look like a Dragoness Enchantress.
Witches (from Mages just labeled as Witches, to non-Circle Mages relabeled Witches), including Leliana's Assassin Witch, Howe's Mages now Witches, Mercenary Witches/Mages, etc.
Non-Dalish Elven Mages (in Orzammar, Proving and Cara Hideout), are redressed to look more Elven/less Tevinter.
Morphs:
Uldred only for the Harrowing Chamber (black eyes added)
Blood mages have void black eyes. Some blood mages even cover or paint their faces to look more intimidating.
Various unnamed apprentices during Magi Origin and blood mages during Broken Circle.
Nature of the Dalish: See the culture and diversity of the Dalish through having more vestments and armor models. Clothing replacements, morph makeovers, redressings—with DA2 and Inquisition models. To start I always thought Zathrian should have had more of a resemblance to Tim Russ—so I made it so.
Spoiler:
Show
Nature of the Dalish (Dalish Elves of Ferelden Revision) or NotD is a mod that works with other DA2 and Inquisition resource mods. Note that although this mod is Dalish Elves focused tmp770's Elf Update mod also has files that replace all elves in game city elves and presets—so you may choose to not use that mod and I have provided some comparisons on how this mod will work with and without it (see Disclaimer section).
Anyone wearing Dalish Leather Armor Set --> Dalish Unisex Armor (DAI) (also according to tmp7704's Light Armour mod the following have assignments too: Shadow of the Empire, Backhands, Silverhammer's Tackmasters, The Felon's Coat, Katriel's Grasp, Adaia's Boots)
Gnawed Nobles: Treachery, tragedy and torture—not to mention an upcoming Blight—is the life for the Nobility of Ferelden, and it has hardened them. Clothing replacements, morph makeovers, redressings—with recolours and DA2/DAI models for the Nobles of Ferelden—for less bright noble clothing atmosphere.
Spoiler:
Show
Denerim NPCs, includes some ambient knights, guards, Ativan Crows, Liselle, Marjolaine and brothel NPCs.
Various Female and Male "Companion" redresses and MORs. More so the female than males (see "Images" for samples).
Morphs:
Alfstanna, Anora, Eleanor (just a hair change), Rendon Howe (Nathaniel MOR with adjustments), Habren (just a hair change), Isolde, Landra (slight tweak)
Awakening's Delilah Howe MOR on an ambient noble in Denerim Market.
Other:
A script added to properly remove Eleanor's clothing from her and inventory.
A Paragon of Dwarvenkind: Paragons, royalty and the casteless—exile and escape. Clothing replacements, morph makeovers, redressings—with recolours and DA2 models for Dwarves of Ferelden.
Spoiler:
Show
Clothing replacements, morph makeovers, redressings—with recolours and DA2 models for Dwarves of Ferelden. Some redressing is just correcting/replacing mismatched armors and removed mage robes on dwarves.
************************** Awakening Replacements ************************** Via Resources for Certain Interested Parties mod, RfCIPAwakening Integration file, for various Awakening models. If you do not want an integration skip or delete. The following has replacement models as shown.
******************************************* The Guardians of Cadash Thaig Recolour ******************************************* Miscellaneous File
Spoiler:
Show
The Guardians of Cadash Thaig, recolours are with permissions from IceBuckets. Recolour is more or less to match the standard gold tint and the Inquisitions versions. You will have to delete or rename the originals from TGoCT mod. You cannot modify and reuse because the assets are not my own and require permissions. You'd have to ask for permission from the original modder.
****************************** Spoils of the Avvar Recolour ****************************** Miscellaneous File
Spoiler:
Show
Spoils of the Avvar - Origins Edition and sapphim's Origin Mini Mods, recolours and mod merge are with credits to IceBuckets and sapphim. Recolour is more or less to match the Inquisitions versions, you do not need to download the original mods. Permissions for use of these files are with credit of the original modder.
************* Other Mods ************* Required Mods:
theskymoves, for early development script consulting
************ Disclaimers ************
Spoiler:
Show
Republish Disclaimer: This is a republish and repack, this mod was reconstructed and repacked so much; it was just easier to republish again.
Equipment Drop Disclaimer: Some premium equipment may drop, and Qunari restricted gear for Sten (located in the Qunari file folder). If you do not want this to drop you may have to edit the files manually via Toolset or simply delete.Forest Streamleader:The Golden Prince's Raiment (if you kill him), assassin: Harlequin's Motley, Qunari: Qunari Warpaint etc. all drop gear and are located NPCs --> Random Encounters --> Forest Stream. Also because the game is weird in havingrare gear and equipment dropsfrom NPCs, all gear has an extremely rare chance to drop. So yes, some NPCs are wearing higher graded gear (or in some cases the low grade just for show gear) and may have extra stats.
Cherry picking Disclaimer: I know some people like to do their own morphs especially for named characters—so most morphs are ambient unnamed characters. Files are indexed so finding files to delete—if cherry picking—should be fairly easy. Please do not make change requests, that is exactly why I am encouraging cherry picking, I will never be able to please everyone.
Nature of the Dalish Disclaimer: Nature of the Dalish portion of the mod is mostly a compilation of other mods and mostly from tmp7704, including elven moph makeovers (Elf Update has it own MOR files for all elves) so elves look like they do in DA2. At the moment only 6 morphs are standalone in NotD Fenarel, Merrill, Tamlen, Zathrian, one unnamed female Elf Hunter and one unnamed Elf Woman.
NotD mostly weaves the mods together so the Dalish of Ferelden have more variety to their wardrobe, and I added some of my own preferences as well. If you are "cherry picking", below are comparison MOR files the versions. Original, NotD Replacement for no Elf Update, NotD Replacement for Elf Update and Elf Update. Delete the ef_bed200_merrill.MOR, em_bed100_tamlen.MOR, etc. files from NotD or Elf Update, but I also left the Merrill version for no Elf Update in her folder (ef_bed200_merrill_no_elf_update) you just have to rename it to "ef_bed200_merrill" if you want to use it.
I personally like to cherry pick, what I want and don't want from mods, so I thought I'd lend a hand for those who want to "cherry pick" from my mods. If you use the last two Merrill without the Elf Update their facial tattoo will error out.
Above Image: Original, NotD Replacement for no Elf Update, NotD Replacement for Elf Update and Elf Update's own MOR.