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TheRealPersian

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TheRealPersian

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24 comments

  1. PatrickDeckard
    PatrickDeckard
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    This is great. I'm currently re-modding origins to play it, and I'm definitely giving this a download! 

    One suggestion if you're looking for lore accurate changes (if you haven't already done it), to add on to the information @WhyAreAllNamesTaken stated below -


    • "Bann Loren's Lands" (from Return to Ostagar) should me moved east, further into the Bannorn and immediately south of Highever, since that's where Inquisition places Caer Oswin (Bann Loren's castle)
    
    
    1. TheRealPersian
      TheRealPersian
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      Glad you liked it :)) and tyvm for pointing that out, ill definitely keep that in mind for the next update.
    2. PatrickDeckard
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      Don't mention it!
  2. WhyAreAllNamesTaken
    WhyAreAllNamesTaken
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    Nice work. I really enjoy the cleaner look of the Ferelden map, and the overlaid look for the Deep Roads map is magnificent, but there's a few lore discrepancies I feel like nitpicking over.


    • Haven is described in-game as "not being on any map", so having a large text label for it on the world map feels a bit odd.
    • Same with Anvil of the Void - its location was forgotten even by the dwarves, so having a permanent marker from the start (especially on the overworld map) feels at odds with its in-universe status.
    • Sulcher's Pass' mouse-over description mentions "Gherlen's Pass to the north", so moving its location doesn't really play nice with the description.

    Luckily the way you've structured the mod lets one easily pick and choose which parts to use - but should you feel like making a lore-friendly variant in the future, consider the points above.
    1. TheRealPersian
      TheRealPersian
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      tyvm for informing me of those issues, i fixed the lore-wise parts, and also fixed the Sulcher pass which i was not aware of
    2. WhyAreAllNamesTaken
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      Much appreciated. I wish I had another endorsement to give.
  3. 1uxfero
    1uxfero
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    Hi! A great mod, it's nice to look at a new clean map.

    Question: is it possible to somehow return the "dark spots" that spread across the map during the passage of the plot? The new map is great, but I seem to lack the anxiety and horror of realizing that Blight is covering a huge part of the map faster and faster. :D

    Regardless of the answer, thanks for the wonderful mod!
    1. TheRealPersian
      TheRealPersian
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      hey, you're welcome! 
      My mod only changes the map textures, not the effects.
      That blight/black stain growing from south toward Lothering seems to be bound to your progress in game (only my guess tho).
      1. with an unmodded game + an almost-near endgame save file, i could not see any blighty effects on map
      2. whereas with this mod activated + a Lothering --> Circle save file, i could see the effect.
      Here is a screenshot
  4. HeyJoeHUN81
    HeyJoeHUN81
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    "Simply drop the folder inside the archive into your [USER]\Documents\Bioware\Dragon Age\packages\core\override folder"

    I don't get it, I have ng in my Docs folder but the game is installed. I use Windows 11, not XP, ofc.

    I think all games' file are supposed to be withing GOG/Steam/EA-Origin folders? I have Steam version and I have all files and folders there, such as: DA\packages\core...   BUT I have no "override" folder within... So, am I supposed to create that folder then? I guess, worth a try...
    1. TheRealPersian
      TheRealPersian
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      yea just manually create it, and create a folder inside Override for every mod you wanna install, it will be way cleaner, dont just paste there every loose file or uninstallation would be a nightmare. i personally use Mod Organizer 2.5.2 :)
    2. HeyJoeHUN81
      HeyJoeHUN81
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      Hi, I managed to install already but thank you very much for your reply, very kind of you! :)

      Yeah, by the way I install mods regularly (Hundreds of mods actually, for other games, like: TES V: Skyrim, Witcher 3, BG3, Dragon's Dogma 2, BM: Wkong & so on.) so after little brain storming I found, realised the solution myself. ^^ 

      Just usually I stick with a game at least for a couple of months, so during that time I already forget for example on Windows 11 users often (me as well) have Documents folder ofc. on C drive, BUT for me the game's folder and the game's setting within can be found within the ONE DRIVE folder. ^^
      Anyway, I already use the own updater of DAO, + the mod organiser too, yep. Thanks again for your reply! :)
  5. slayerofdragon13
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    The deep roads map has to be the coolest part of this. Gives a great idea of how large the dwarven kingdom used to be. 
  6. ladyepilogue
    ladyepilogue
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    Wow, this looks amazing! So clean! It makes the area maps look terrible in comparison haha.

    Would you consider doing a version that adds major cities we don't visit but that have a connection to the plot, like Highever, Gwaren, Amaranthine to the base DAO map...?
    1. TheRealPersian
      TheRealPersian
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      Glad you liked it!
      for those cities, you mean just text on the map or a map icon?
    2. ladyepilogue
      ladyepilogue
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      Just text, like how the Deep Roads locations are labeled when on the main map!
    3. TheRealPersian
      TheRealPersian
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      my other mod adds Amaranthine, Vigil's keep and Dragonbone wastes icons + full description:
      https://www.nexusmods.com/dragonage/mods/6469?tab=description
      the Gwaren conflicts with Anvil of the Void text
  7. this is amazing, something most didnt think they needed in their life!
    1. TheRealPersian
      TheRealPersian
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      glad you liked it!
  8. Bleemak
    Bleemak
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    Amazing work! The Deep Roads map especially gives a good view on where on Thedas everything is.

    For anyone confused, the Deep Roads map generally compared to map of Ferelden looks odd, because it's flipped. According to Deep Roads map, Orzammar would be from south of Frostback Mountains and rest of the Deep Roads accessible in Origin on the other side of the Mountains.. But when you flip it, you realize where the places actually are.

    
    Hope this helps anyone confused on the Deep Roads Map!

    And question for author, how compatible this is with World Map Replacer?
    1. TheRealPersian
      TheRealPersian
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      yea i always wondered why the maps doesn't feel right till i saw the map i mentioned in description, and i was like "wow 0_0..."
      and nope, not compatible since they replace the same files. if you prefer the other mod, delete the "Origins" folder from my mod folder
  9. DonProtein
    DonProtein
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    This is amazing, thank you!
    1. TheRealPersian
      TheRealPersian
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      you're very welcome!
  10. Amid88
    Amid88
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    Wow, I just started a new playthrough and this one is really refreshing. Nicely done.
    I wonder if the Deep Roads map is based in the lore? According to your map, the final area the anvil is actually deep beneath the wilds.
    1. TheRealPersian
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      the deep roads revamp is based on the map found here, im not much of a lore person :D