I checked the code and map data before, it appears she was nearly ready but for unknown reason the author didn't put her on the map. She has her own dialog file as well but didn't Voiced.
I use these data to create a new Ariane and put her outside of Ser Kenneth's camp. You cab download my beta mod ("Warden's army") to give it a try.
Is this command to add daveth "runscript daveth_addparty" made by you? And if yes, does that mean that someone can create a similar command for all mod companions as well? And if yes (😂😂) does this work after you have recruited them just to add them as additional companions to the party? 😱😱😱😱
1. Yes by me 2. Yes it's possible to recruit literally all creatures into Warden's party if you know how 😆 3. Hm, I didn't test what will happen if this script is called when warden's party is full, but player won't have multiple Daveth for sure.
Honestly, it's possible to team up with more than 3 companions (By using an official command ), and some people likes to make an army in game, lol.
1. Well done!!! (I ve been looking for a long time for this command for mod followers, and not just for original ones) 2. That's really amazing!! 3. Well, yeah, I m one of these guys having a party with 3 mod followers and all other original companions as additional ones. Literally having an army, fighting against groups of enemies with advanced difficulty. But as of now I could only have 3 mod followers in my party, now it might be possible to have all of them thanks to you!!!
Would love to know if your command works the same way as the in-game commands, (i.e. adding the companion as an additional member of the party) but I don't have my gaming laptop these days, so I cannot check!!
RAR file : "Compatibility Plugin Pack v4-3-1617-BETAv4-3.rar" is the 1st version of compatibility fix package for other companion mods, it also include 2 folders which represent to the mod we have on NexusMods:
Would it be possible to make a separate spot for Loghain? Mods such as this one https://www.nexusmods.com/dragonage/mods/5449?tab=files made space for him on the default Party select but if you try and recruit him via console he ends up clipping inside of Alistair
I installed Karma's Companions after Lothering and collected Immortality's Ser Gilmore the first time through. I had no idea there was a 2nd Ser Gilmore! You'd think someone would've combined the 2 mods by now
Oh Karma's champion has its own Gildmore as well, but no voice. By original design this Ser Gilmore can be recruited in a quest when player don't install Immortality's Gilmore mod.
Same like Loghain I'll give him a new spot and put them both on the "Potential Companion" list
There is a hidden problem now appear as you saw in game tho.
Yes, most of these companies didn't assigned with location in the party camp. If you team up with them, go to somewhere else then go back to camp, your teammate will appear near the entrance of the camp(if they don't have an occupied location assigned by their author).
I'm sorry that I won't be able to fix it very soon, for now if they are stack with each other at entrance, try this way :
(use your case as example) 1. Control your warden to stand at the location you want to assign for Lucius.
2. Team up with him only and open world map
3. Press esc to cancel map travel.
Lucius will appear near your warden's location instead.
And to spawn a companion who doesn't show up in the camp: (use Verkuul as example)
1. Go back to camp
2. Move yourself to the location you want Verkuul appear
3. Team up with him, open world map
4. Cancel map travel.
This trick should help to fix the problem temporarily.
This Sunday I will upload a new version which add 2 more NPC as companion (From dalish background story) and mix that Jory fix patch as well.
Just out of curiosity, Would it be possible to add any of the companions from the DLC to the base game? Like characters from Awakening or the Runic Golem from Golems of Aramark?
I dont know yet, can't say I'm good at Dragon Age origin mod development. I'm literally a noob too lol, only the script part is developed by C language which is friendly to me.
Nothing is impossible, however. The only question is if it's worth and necessary to do it.
Yeah that's fair. I was only suggesting it because it seemed like a good starting point vs creating a mew character completely from scratch. Btw after playing with this some Daveleth, Merrill ,and Fenarel are welcome additions to the party and seem to work well so thank you!
Just a warning. It's better not to speak to Fenarel after recruiting him via a console command (only if you play as a Dalish elf). It triggers a cutscene with fixed positions.
103 comments
- Assign companion a position in the party camp, Denerim Castle, Redcliff castle, Post-Coronation and Gauntlet
2. Give Loghain and 2nd Ser Gilmore a new spotIf you know any companion mod that is not on my mod list, feel free to send me its Name and Link.
It seems like if I don't export mod as an installation file, the game itself will not be able to load new map.
I found the reason and fix it now. I'm testing it on a new DAO environment to make sure this won't happen. Planning to release again on Sunday.
Thank you!!
I use these data to create a new Ariane and put her outside of Ser Kenneth's camp. You cab download my beta mod ("Warden's army") to give it a try.
And if yes, does that mean that someone can create a similar command for all mod companions as well?
And if yes (😂😂) does this work after you have recruited them just to add them as additional companions to the party? 😱😱😱😱
2. Yes it's possible to recruit literally all creatures into Warden's party if you know how 😆
3. Hm, I didn't test what will happen if this script is called when warden's party is full, but player won't have multiple Daveth for sure.
Honestly, it's possible to team up with more than 3 companions (By using an official command ), and some people likes to make an army in game, lol.
2. That's really amazing!!
3. Well, yeah, I m one of these guys having a party with 3 mod followers and all other original companions as additional ones. Literally having an army, fighting against groups of enemies with advanced difficulty. But as of now I could only have 3 mod followers in my party, now it might be possible to have all of them thanks to you!!!
Would love to know if your command works the same way as the in-game commands, (i.e. adding the companion as an additional member of the party) but I don't have my gaming laptop these days, so I cannot check!!
RAR file : "Compatibility Plugin Pack v4-3-1617-BETAv4-3.rar" is the 1st version of compatibility fix package for other companion mods, it also include 2 folders which represent to the mod we have on NexusMods:
Basically this RAR is an outdated compatibility package, you don't need it at all.
Could you include Carroll?
Does anyone know why when Daveth and Duncan are recruited they don't die? That is, their health reaches 0 but they continue fighting.
The creature will not die if this property is set to true.
I will check this issue as well, some mod might not check their character's property carefully before releasing, and Dav is my responsibility 😀
For now I can't add additional companies into current party picker because it's....literally full
, and I'm looking for a way to extend the room.
But your request has been noted, I can add Carroll when the stage is ready
I hope in the future you can include Carroll.
Regarding the characters that do not die, it is also happening to me with Fenarel and Merrill.
How can you modify the property you are talking about?
if you're interested in code and mod development, hehe, welcome to hell 😁
here is the wiki link:
http://www.datoolset.net/wiki/Main_Page
Btw thanks for your feedback about Fenarel and Merrill.
I didn't think it's the issue because it was original design(Either Alistar or Loghain), plus I want to save spot for other companion.
For now I'm working but I will make some time to do this.
There are 2 Ser Gilmore as well, I might separate them too.
Same like Loghain I'll give him a new spot and put them both on the "Potential Companion" list
Until I extend the room area again
This mod is amazing btw. The Companion select screen fix that a lot of mods needed.
There is a hidden problem now appear as you saw in game tho.
Yes, most of these companies didn't assigned with location in the party camp. If you team up with them, go to somewhere else then go back to camp, your teammate will appear near the entrance of the camp(if they don't have an occupied location assigned by their author).
I'm sorry that I won't be able to fix it very soon, for now if they are stack with each other at entrance, try this way :
(use your case as example)
1. Control your warden to stand at the location you want to assign for Lucius.
2. Team up with him only and open world map
3. Press esc to cancel map travel.
Lucius will appear near your warden's location instead.
And to spawn a companion who doesn't show up in the camp: (use Verkuul as example)
1. Go back to camp
2. Move yourself to the location you want Verkuul appear
3. Team up with him, open world map
4. Cancel map travel.
This trick should help to fix the problem temporarily.
This Sunday I will upload a new version which add 2 more NPC as companion (From dalish background story) and mix that Jory fix patch as well.
Then I will fix this issue.
Thanks for feedback 😀.
To be honest I had fun too while adding new stuff to this mod.
I hope one day I can make a new companion as well, like Ser Aaron Hawthorne
Nothing is impossible, however. The only question is if it's worth and necessary to do it.
He will just meme about “I'm so glad everyone is back to camp, even if that human is back here"