File information

Last updated

Original upload

Created by

BlickJustice

Uploaded by

BlickJustice

Virus scan

Safe to use

About this mod

Arise, Grey Wardens. In War, VIctory. In Peace, Vigilance. In Death - Sacrifice. This is Dragon Age. The continuation of Qwinn's Fixpack - the remaining bugs won't fix themselves.

Requirements
Permissions and credits
Changelogs
I like Dragon Age, I cannot lie - paraphrasing sweet Isabela, queen of the eastern seas. That's why I have decided to finish what Qwinn once had started with his Fixpack - to rid my beloved game of as many bugs as possible. For Dragon Age: Origins is worth it.

But like the Warden, I hope I won't have to fight alone - any help is going to be appreciated, mostly I need detailed descriptions of bugs you find in the game, which haven't been yet fixed by Qwinn or other modders - once I know exactly what doesn't work, I will be able to try to fix it.

The factory doesn't slow down, so to speak. The 1.7 update brings 46 new fixes, and 5 revisions (3 new, 2 from the 1.6.1).  Now, the list contains 158 fixes, 159th is available here: Hand it over Morrigan, 160th, 161st here: Promises of Pride, 162ndMorrigan Does Not Kneel. This restoration is basically a fix/restore as well - 163rdRestored Content - Isabela's First Scene. For Awakening - 164thJustice for Mhairi - Awakening Prelude Fixes, 165thAwakening - Smuggler's Run Fix, 166thAwakening - Woolsey's Dialogue Fix.

if you use Improved Atmosphere's .are files and have always wanted to see them compatible with Qwinn's .are additions - there's the IA area compatible folder, which contains fixes and additions from both the mods. Make sure my .are files are not overriden by a duplicate .are file. Also, there's no harm in keeping the folder for those who do not use IA - the IA area files contain such lore-friendly additions, it's worth to try them out in the game.

Make sure you don't have any duplicates of those around 20 .are files from the IA compatiblity folder. Those .are files contain both the IA and Qwinn's additions to them. So it means removing/making a backup of the same files from your IA folder. Load order also works - it's enough if you add a letter to the folder with my mod, so it loads after the IA folder. So, for example, z_Blick's Fixes does the trick.

It's recommended to start a new game in order to see all the changes work - only .dlg files take effect immediately on existing saves.

An invaluable mod that helps to keep track of potential mod conflicts: Duplicate Search Tool at Dragon Age: Origins by Serdan.


Initial release:
Spoiler:  
Show
1) City Elf only, "Tevinters in the Alienage" quest - when the City Elf Warden talks with Shianni and learns about his father taken away, he can say "They have my father? I"m going in!". Shianni's response to it was always a kind one - fixed. If the City Elf took a bribe from Vaughan, she will say a cold line instead of a warm one.

2) City Elf only, Howe's dungeon - when the City Elf Warden finds Vaughan (if he survived the origin), only female elfs have an option of slaying Vaughan without talking to him any further - now the option is also available for male elfs.

3) Orzammar, "Exotic Methods" quest - the quest marker over Herbalist Widron is enabled now

4) Orzammars, "An Unlikely Scholar" quest - in the first conversation with Dagna, if the player is a mage and Wynne isn't in the party, there was still a dialogue response as if she were there - "We'd be happy to answer anyquestions". Now this option is available only if Wynne's in the party, the mage Warden alone will use a new line - "I'd be happy to answer any questions".

5) Haven - having finished the Temple quests and upon returning to the village, one of the villagers would ambiently accuse the Warden of a massacre - now it's going to be played out only if the Warden had fought the cult, as it should.

6) Battle of Denerim, Alienage - made sure the comments from the elves are played at correct stage, e.g. "You did it! Thank the Maker you came!" after the Darkspawn have been repelled.

7) Battle of Denerim, Alienage - if you told the elves to flee, rather than fight, some lines in the conversation with Shianni were skipped - now they should play out.

8) Denerim, the Market - Gorim's line about the Landsmeet won't play out until the Landsmeet is actually a thing.

9) Broken Circle, after saving the mages and clearing the Tower - in the conversation with Greagoir, who says his men scouted the tower and found no more abominations, if Shale is in the party, she comments on it even if she didn't participate in the Tower's quests - fixed.

10) Nature of the Beast - after killing Witherfang, returning to Zathrian and deciding to betray him - "There's no need to keep you alive, that's it...", Shale would comment on it, even if she's not in the party - fixed.

11) Mage Origin - in the Sloth dialogue about teaching Mouse, the Cunning check is nerfed, so that the player has actually any chance of succeeding.

12) Redcliffe Village, Murdock - In Murdock's dialogue, when we ask "Tell me what's happened here", two subsequent questions were exclusive to each other - now they should be played one after another.

13) Oghren - If he's at his first crisis stage and wants to leave the party for the first time - now the Persuasion and Intimidate checks are enabled and not hidden as common responses.

14) The Urn of Sacred Ashes - the door behind the Guardian was lockpickable - it shouldn't be, fixed. As an area file, it's best to enter Haven for the first time.

15) Brecillian Forest, "Elora's Halla" quest - the player gets 200xp just for talking with Elora - fixed, now the xp is rewarded only if one helps the halla.

16) Interparty banter, Loghain and Wynne - their warm banter could be triggered before their previous conversations - fixed, now their positive conversation triggers only if Loghain's approvai is at a higher level (warm).

17) Lothering Chantry - when you talk to Ser Bryant with Sten in the party, he only acknowledges that he knows you (if you talked to him before) only if he knows the player is a Grey Warden. If he doesn't know it, he acts as if he sees you for the first time - fixed, now his line "I should know you're behind it"plays if he talked with the player at least once, and his "Who are you?" plays correctly if we talk to him for the first time and have Sten at the time.

18) Urn of the Sacred Ashes, aftermath - if hardened Leliana was intimidated into accepting of the Urn's tainting, she no longer plays her positive dialogue "You saw Andraste's ashes!" at the camp, she starts that conversation only if the Urn wasn't tainted

19) Urn of the Sacred Ashes, the cultists - if the Urn was tainted and Kolgrim offers the Warden dragon blood, Oghren, Morrigan and Alistair would play their interjections, but only if you choose the first affirmitive options to drink - there are two more paths where the player can show more doubt, but is still able to agree to drinking the blood - now the interjections are enabled also for those paths 

20) Dead Trenches, Kardol and the Legion - there was a dialogue response "Goodbye" that should be played only if we talk to Kardol again, not in the first conversation. Now the first conversation should be correctly ended with "I'm leaving now", and "Goodbye" in the following dlalogues.

21) Arl of Redcliffe, Isolde's sacrifice - among the approval changes, one was incorrectly set. If Alistair is in the party, his approval was set to "Alistair not in the party" - fixed, now he loses approval only when he is there.

22) Post-coronation - among those who attend the coronation, are quite a few characters. There are nobles who have lines for the player if we click on them. One noblewoman and one nobleman - the formerplayed her lines correctly in my game, but she had a placeholder name "Human Female" - corrected to "Noblewoman". On the other hand, the latter has similar lines, but he couldn't be interacted with - now it's fixed and you can hear the lines from both of them.


Update 1.1
Spoiler:  
Show
7) Revised - Shianni's added lines didn't play her voice lines - fixed. There's something more I could do with the camera work - low priority for now.


23) Leliana, post-Andraste's Ashes conversation - the line "We should get this to the arl as soon as possible", available before Eamon is cured, is going to play only once now - if one has to hurry, then it's better to get to it and go to Redcliffe.

24) Post-coronation, Leliana - the line "But does the hero get his girl?" plays only if the male Warden is in active romance with her.

25) Mage Origin, Senior Quarters - three fixes for the Senior Torrin dialogue: a) removed Torrin's walking-in animation in every next conversation, applied to the player instead, b) "What were you talking about earlier?" now unlocks "Tell me about Fraternities", c) reduced a Cunning check that was impossible to even show up - it's still only for the most cunning of mages, but at least it's doable at this stage of the game.

26) Broken Circle - supposedly, a journal entry that should be added when Wynne joins the party, was only added if the player sided with the templars - now it should also appear if we helped the mages.

27) Brecillian Forest, Dalish Camp - there was a locked ambient dialogue between a child and a hunter - it was supposed to play after the elves were cured, but it didn't. It's fixed now, it's going to play if we helped the elves.

28) Redcliffe Castle, Dungeons - if mage Warden kills Jowan using the line "I'm sorry it had come to this", supposedly in the Eamon dialogue after his revival, Jowan could appear as if he was still in the dungeon - fixed.

29) Random encounter, "Roadside" - there was a pickable Deathroot placed outside the playable area - now it should be available for the player.

30) Leliana - when she tells the story of how she was a spy, there was a rude response "Make sure you use your bard skills to help me/Yes, what else are you good for?". Now it correctly sets her approval to 0 and works smoothly with the subsequently available option to apologize to her later " I'm sorry about what I said".

31) Leliana - conversation about why she left Orlais, the player can abruptly stop her by saying "I don't want to talk about it", but the journal is still updated as if the player has heard the whole story. Fixed, now the journal updates only if you actually hear about Marjolaine. If one didn't listen to the story, the ambush will still happen, but Leliana will only say (as to herself) "It's Marjolaine, I know it...", but the conversation will end and no quest will be added.

32) Dalish Camp, Mabari Dominance - for an unknown reason, the check if Dominance is active in the Dalish Camp was dependant on if it was activated in Lothering... Now it should depend only on the fact if it's activated in the Dalish Camp.

33) Battle of Denerim, Alienage - added the last missing door - 8th, to the Alienage during the battle. As an area file, the change is applied on the first arrival to the besieged Denerim.

Update 1.2
Spoiler:  
Show
34) Lothering Chantry, Ser Bryant - when asked "I need some information/Have you heard any other news?", if the Warden is a mage and it has been mentioned before, Bryant would always say "Don't look surprised. I would be a poor templar if I couldn't tell that much". Now he's going to say it only if the player is a mage and it HASN'T been mentioned before.

35) Lothering Chantry, Ser Bryant again - when we ask the "Do many of his knights come here?/What is wrong with Arl Eamon?" questions, if Alistair is in the party, he should say his interjection - restored.

36) Post-coronation - the previously restored nobleman (fix 22) had one random line that would play more often than the others - fixed.

37) Post-coronation - fixes for Human Noble who engages Anora while in the relationship with Leliana, a) two dialogues paths with unhardened Leliana didn't end the romance, in one case it actually ADDED the romance flag - fixed, b) made sure that unhardened Leliana will end the romance with the player, because it could be exploited somehow (I'll probably take one more look at it later, to be sure there's no way the romance is on after the conversation), c) one dialogue path that ends with breaking up didn't have the cold Leliana's farewell line - now it has got it.

38)
Warden's Funeral - Soris would appear only if he was freed from Howe's dungeon - now he'll appear also if he wasn't sent to the dungeon at all - in the City Elf origin the player can take the blame and not let Soris be taken away.

39) Warden's Funeral - Shianni was supposed to appear, but she does not. Now she will appear if: a) the elven slaves were saved from the Tevinters during "Unrest in the Alienage" quest, b) the Alienage is saved during the Battle of Denerim, c) City Elf only, if the player didn't take a bribe in the origin.

40) Warden's Funeral - Arl Wulff also should've been present. Now he will, provided we earned his support during the Landsmeet.

41) Anvil of the Void - in the first part of the area, where we're at some sort of a camp, there is a lyrium vein, which is accessible only in tactical view - it wasn't clickable in the over the shoulder view - the vein has been moved a bit, so now it's more easily accessible.

42) Orzammar, Slums - if Bhelen was crowned, two thugs appear in the Dusttown, discussing the new king as an ambient dialogue - the problem is that they have to be clicked on to hear it - fixed, now they will start talking when the player is nearby.

43) Orzammar, Slums - during the Carta's plot, if we talked to Alimar and had already known something about the gang before, Alimar's information could actually regress our journal - fixed.

44) Orzammar, "Zerlinda's Woe" quest - if we failed a persuasion check or just said "Never mind, I'm leaving" in the conversation with Ordel, the quest would end negatively at this point - an error that stops the player from trying other options - now the quest doesn't end, we can go back to Zerlinda and tell her that her father rejects her and we are able to try other paths to help her or just give up. Also restored a journal entry about Ordel's refusal.

45) Orzammar, Slums - a graphical glitch (a sudden standing up) in the conversation with a sitting beggar is fixed, as well as randomness of his lines.

46) Orzammar, Slums - another beggar had a similar issue with some of his random lines play out more than the others - fixed. He can also be asked about Jarvia - the problem is, if we ever talked to Nadezda, we wouldn't hear the dialogue anymore - now the dlaiogue is locked only if Nadezda is told that we look for Jarvia, not if we just introduced ourselves to her.

47) Orzammar, "The Second Task" quest - according to Qwinn, it turned out that Figor doesn't need a fix in his dialogue file - Figor's file is restored to vanilla.

48) Brecillian Forest, Dalish Camp - if we side with the elves, an elven messenger appears and we can ask him about a few things. At the end of the conversation he'd vanish instead of running off - now he should run off properly.

Update 1.3
Spoiler:  
Show
13) Revised - Oghren's related fix has been moved to another file - remove oghren_main.dlg and dlb from override

31) Revised - Leliana's story about Marjolaine - moved to another file - just an information

32) Revised - Mabari Dominance fix was applied without the 3.52 additions - fixed


49) Wynne, first crisis - a similar situation to the Oghren's crisis fix. an option to persuade her would only show up if it was certain we'd pass the check - fixed, now it's possible not to succeed, which restores a few lines from Wynne in this case

50) Lothering - the Doomsayer: After he runs off, there is still one disembodied shout from him - fixed. Also decreased the frequency of his ambient shouts.

51) Haven - discovering the altar or the dead knight after finding Brother Genitivi or fighting the villagers could regress our journal to an earlier state - fixed, now the objects can't be interacted with after solving the village's mysteries

52) The Urn of Sacred Ashes - if the player taints the Ashes and refuses to drink the dragon blood, Kolgrim says he's going to give a staff - fifteen years after the game had been released, he still doesn't give ANY staff. Qwinn came up with giving Torch of Embers in this case - I agreed and implemented it. Plus, the staff is given to the player also if one drinks the blood - as a bonus

53) The Urn, Lake Calenhad's inn - After an ambush, there's a conversation about it with the innkeeper. If the conversation takes place AFTER having found the Ashes by then, there are two dialogue paths that don't make sense - because the player already knows the answers to those questions. If the conversation is triggered before finding the Urn - everything works as before

54) The Urn, Kolgrim - in the first dialogue with Kolgrim, the player has an option to cut the conversation short by saying "I think I shall defeat this Andraste and take this power" (I can't help but read that line in an Orlesian accent) and it just ends the conversation - fixed, now saying that line triggers Kolgrim and his entourage to attack the party.

55) The Urn, Mountain Top - even if sided with Kolgrim previously, there's a possibility to attack him after the dragon cutscene. The issue is he shouts a wrong combat bark, which implies he's still friendly with us - fixed

56) Unobtainable items, Ceremonial Gloves - it's fixed in one of theskymoves' great mods, "TSM Unhand Those Gloves". But Qwinn mentioned this bug in his notes, and that's the only reason I put a similar fix of mine. The assassin leader in the Leliana-related ambush has them unequipped in his inventory - now he's going to drop them if the player doesn't let him go.

57) Denerim, the Market - Gorim's sword that he sells (before updating his store) is now Red Steel, so it's more usable when the player reaches Denerim. Gorim's sword in the Dwarf Noble origin is Iron, as in the 3.52.

Update 1.4.1
Spoiler:  
Show
57) Revised - Gorim's purchasable sword was missing its bonus damage against darkspawn - fixed


58) Leliana - continuing the idea behind the #31 fix, in the ambush random encounter, there was one more dialogue path that shouldn't be available for the player if they didn't hear out Leliana and her Orlais story - when Leliana wonders why she was attacked, the player can say if Orlais has anything to do with it - if one didn't listen to the story, they shouldn't know about any Orlais links - fixed

59) Quest "Have You Seen Me?" - the fix that Qwinn added to trigger the random encounter could force the encounter to happen until we reported the success at a Chantry Board - as Qwinn planned to do, now the encounter won't trigger again after we picked up the Renold's note.

60) The Urn of Sacred Ashes - if the player taints the Urn with Leliana, Wynne and Alistair in party, and The Guardian is also at the scene, his reaction actually blocks comments and dialogue paths, among them an option to intimidate Leliana - now the dialogues have been reshuffled in such way that they should all trigger correctly, depending on who we have in the party at the time

61) Restored Codex, Tutorial - restored the 'Party Members' tutorial codex, which is supposed to appear after we recruit our first permanent companion. Now it triggers accordingly after having recruited Alistair in Ostagar.

62) Restored Codex, Tutorial - restored the 'Retrieve Your Equipment' tutorial codex, which should play out in the Human Noble origin, after the night transition - now it will play out as it should

63) Climax, Golem Army March cutscene - it's an issue that was supposed to be eventually included in the next Qwinn's Fixpack, and it was fixed in LukeCypher's Army Golem March Bug Fix mod. A very good job from Luke, and since he wanted that fix to be included in the next Qwinn's update and Qwinn mentions it in his notes - that's why I made a similar fix.

64) Recipe Icons - the issue is that: many recipes had incorrect icons, most probably a result of some changes during the game's development. Qwinn mentions it in his noted as well, and I found that user darthbdaman actually provided a solution. Inspired by it, I implemented those fixes, thelist of changed icons contains 29 potion, poison and trap recipes. 

65) Brecillian Forest, Deygan - in case the player killed Deygan, then looted him and examined him after, it was impossible to bring his body to the Dalish. Even though such unexplainable treatment of a defenseless and wounded being, makes me personally sick, as in the bug-fixing duty, the option is added

66) Redcliffe Castle, Werewolves - if we recruit werewolves to our army, two of their kind appear in the Redcliffe Castle, one of them is named Cassian. The issue was that they lack eyes, body tints, hair - theskymoves made a mod for it, "TSM Werewolf Fix". But if Qwinn wished to include a similar fix, that's the only reason I made my own version of it.

67) Redcliffe Castle, Courtyard - after reviving Arl Eamon, new recruits appear in the courtyard, training hard to prepare themselves for the battles to come. A thing is, they have ambient comments that suggest they were supposed to appear earlier - after the demon has been dealt with. And so they will now, after that but before Eamon's revival, providing their unheard before comments.

68) Alistair - if a female Warden rejects him by using "Forget it. I need a real man" or "Then forget it. I can't be bothered" and Alistair was in love at the time, an important flag "STILL_IN_LOVE" was set incorrectly, also blocking a dialogue line. It should be restored now

Update 1.5
Spoiler:  
Show
9) Revised - Shale's interjection would play every time she's in our party while we talk with Greagoir (if she was there during the events in The Tower) - now she will say her line only once

50) Revised - I was informed of an issue with the Doomsayer's shouts still appearing after he ran off - hopefully now it's solved. The most certain way to make it work is to wait until he shouts a few times, then to talk to him.


69) Lothering Chantry, Ser Bryant - fixed Alistair's camera during his interjection (added in #35). The 35th fix only restored the line, but I was informed by @pinecer that the camera used there, well, was quite peculiar (and funny). There's some clipping visible, but it's as if Alistair is so moved by the news that he wants to push aside oyr character so that he can listen to Ser Bryant more closely at that moment.

70) Lothering Chantry, Ser Bryant - fixed a situation where Bryant assumes Leliana's in the current party while she is not.

71) Lothering, Leliana - restored the unavailable and unheard before dialogues with Ser Bryant, Templar Maron and the Revered Mother about Leliana

72) Brecillian, Dalish Camp - fixed one dialogue path in the Lanaya's conversation about humans; a human Warden would have a response option available for elfs, after Lanaya asks "Do your people regret what they did?".

73) Orzammar, Slums - fixed a weird change of the ambient light when we enter the Jarvia's hideout in the Slums for the first time

74) Sacred Urn, The Temple - if we go back to Brother Genitivi before we find the Urn, his farewell line "Alright then, good luck" was cut short - now it plays out correctly

75) Party banter - restored Alistair-Morrigan banter about Goldanna after completion of the Alistair's personal quest. The Qwinn's notes mention the dialogue didn't play out each time as it should.

76) Party banter - restored Alistair-Morrigan banter about finding a cure for Arl Eamon, it should be activated after we got the task of finding the Urn, but before actually accomplishing it yet.

77) Denerim, the Market, Slim Couldry - once we come back to Slim after having escaped the Bann Franderel's trap and he says he has to go into hiding for some time, he actually disappears instead of walking off when he says his parting line: It's fixed and the file is compatible with mods that restore his store, such as "Small Restorations". New version of the restored store - #82

78) Alistair -  the conversation after giving Alistair his mother's amulet - in a situation when the dialogue is played out after Arl Eamon was cured, one response: "You're a friend. of course I remembered" was available for male Wardens only, without any approval condition.
Female players could only choose a romance option or a very warm (friendly) option, which are basically the same response. Now the "You're a friend..." is available for all Wardens on one condition - Alistair cannot be at 'Hostile' approval level. The bug could be discovered thanks to @pinecer.

79) Alistair - broken kiss that should play out after choosing him over Zevran or Leliana - fixed

80) Brecillian, Dalish Camp, Zathrian - a few tweaks to his dialogue, especially to the branch about Danyla, now it's going to be easier to ask all the questions without losing that possibility after asking only one

81) Sacred Ashes, The Gauntlet, The Guardian - a biggest challenge so far, due to a very general note about it in the Qwinn's notes. Thanks to a great help from pinecer and HyppieDBArt, I managed to cut the unnecessary tracking back in the conversation, so that the player shouldn't hear out something that they've already heard or asked about. I also made sure that in case the player leaves the initial conversation without asking questions, the questions should be available when you talk to The Guardian again, so that one doesn't miss the lore.

Hotfix 1.5.1, 1.5.2
Spoiler:  
Show
34) Revised - there turned out to be an issue in such case: the player's a mage, Ser Bryant already knows it, and the question: "Have you heard any other news?" is asked. The further dialogue could be unavailable, it's fixed now.

71) Revised - one could question Ser Bryant about Leliana repeatedly, on the contrary to the other dialogues (Maron and the Revered Mother) - fixed, now one can ask Bryant about her only once

7) Revised - cameras were reworked in the post-battle dialogue with Shianni, also added an emotion state to her line when she gives a reward.

63) Revised - missed a detail, which resulted in the cutscene show golems in the dwarven army, even if the Anvil was destroyed - fixed. The invaluable @pinecer pointed this out to me, of course.

Update 1.6
Spoiler:  
Show
Integrated the revised fixes from the 1.5.1 and 1.52

7) Revised - yet another tweak to the Shianni's dialogue. Her interaction radius was increased so her running up animation works better.

18) Revised - I wasn't content with the plot flag I had set. It's revised and now the dialogue will never play out when it shouldn't - meaning it can't be heard if the Urn was tainted and Leliana intimidated. It required some flexibility in approach, but it was worth it.

42) Revised - Orzammar, Slums - the two thugs talking about Bhelen should now be looking at each other during the conversation

50) Revised - Hopefully the last take on the Doomsayer's dialogue. I added a different structure in the dialogue's file, so his shouts are going to be random like in the vanilla (it's Bioware's design some of them are repeated more often than others) and he shouldn't shout anymore if he's gone.


82) Denerim, the Market, Slim Couldry - one of the previous fixes restored an option of his store, mostly in compatibility with the "Small Restorations" mod in mind. I added my version of the store - Slim sells a few missable items, mostly those sold in Lothering, at such stage of the game when we cannot afford much. Also, our friend buys only some selected types of items - daggers, clothing, jewelry. He's not a man who would buy greatswords and breastplates.

83) Mage Origin - restored some ambient comments for seven characters in the Tower. They are about our freshly aquired mage robes and going to play out randomly like other ambient lines after we had passed the Harrowing and talked to Irving. The comments about the attire play only once.

84) Lake Calenhad, The Spoiled Princess Inn - thanks to @PowiDLa, who informed me of this possibility, I restored an interesting ambient dialogue between the innkeeper and the shady individual. It's a wink to the great Baldur's Gate 1 and 2 from Bioware, those players who played the classics, will recognise it. The restored dialogue appears when we visit the inn for the first time, and try to initiate a conversation with the innkeeper - after the banter plays out, another interaction with him will open his introductory dialogue as usual.

85) Battle of Denerim, Alienage - A similar fix can be found in a mod from theskymoves - "TSM Unobtainables". I decided to add my own after I discovered the Darkspawn General not only doesn't drop the North Wind ring (which tsm fixed), but he also has a wrong class - as for a Darkspawn Emmissary, he was labeled as a warrior. It's a very misc thing and doesn't affect the gameplay, but it's corrected anyway, and the ring drops, of course.

86) Denerim, The Pearl - at last, I managed to unlock the bouncer door (which was locked until we dealt with Paedan) and made sure no doors get locked when we initiate combat with Paedan and his entourage - it was unimmersive and it's good to have fixed it. Also, what gave me a great satisfaction - the den100_brothel.are file I used, was made compatible with the same file from Improved Atmosphere. My file provides the new fix and the ambient additions of the IA file.

87) Denerim, The Pearl - Paedan's voice through the door. It's a tricky thing, in the vanilla game his voice is almost unhearable when we want to get into the room. I made it louder and easier to hear out, although it still requires a higher sound volume during the conversation. But it was certainly better when I compared it quite a few times to the vanilla volume, while working on this particular fix.

88) Lothering, Dane's Refuge - a fix provided by IA, but Qwinn wanted to add it to his mod as well. That's why I made my own version of the fix, thus fulfilling Qwinn's wish. When we enter the tavern for the first time, we are approached by Loghain's men. It's weird when Leliana, a lay sister of the Chantry, approaches the conversation, she carries a dagger on her back. We can assume she was going to leave Lothering, so she armed herself, but from the soldiers' reaction, they clearly underestimate her presence, implying she's not considered as any threat to them. Fixed, now the sweet Leliana will pull out the dagger once the brawl starts.

@gioveb provides another way to fix that particular scene in the Leliana Intro Fix (and more) at Dragon Age: Origins mod. There's no bad choice here - my fix is related to the vanilla (default) Leliana's equipment and gloveb's version is compatible with mods changing Leliana's starting inventory. I recommend to check Leliana Intro Fix, there are even more information about it.

89) Items, Thorn of the Dead Gods - there are three versions of the dagger in-game, two of them had incorrect bonus stats, but it's something Qwinn had already fixed. What I did, was to increase the value of Tier 3 and Tier 6 dagger, the Tier 2 is not changed. The daggers are really powerful and hence the Tier 2 was expensive for Lothering (where it's available to buy), I added the Tier 3 to Slim's new store in Denerim, that's another reason I had to make the dagger's cost a bit higher.

90) Mage Origin - one of the templars guarding the entrance to the Tower is equipped with a greatsword, contradicting the standard equipment of every other templar character, as well as his combat moveset, which is correctly stated as 'Sword+Shield'. 

91) Mage Origin - restored the second part of an ambient dialogue. It's the one between an enchanter and three children in the library. @PowiDLa was a great help, otherwise I wouldn't have known about this, #92 and #93. The restored part of the banter is triggered after we have Jowan in the party and come down to the library on our way to the basement. 

92) Mage Origin - restored the second part of another ambient - an apprentice being taught by his mentor how to control fire. I might refine it later, but it works as of now - once you are in the vinicity of these two again (after the first part of banter), you will see a nice scene of the young mage's struggles to contain the fire and his mentor's remarks about it. 

93) Mage Origin - restored an option of hearing out ANY ambient lines of another apprentice-mentor duo from the library. This time, I'm talking about the spell lesson where the mentor tries to show his apprentice how to control fear and sustain Magic Shield to protect himself from harmful spells. As for now, after the vanilla scene ends, they are interactable and one can hear out their comments - until then they were completely uninteractive and we couldn't listen to the lines. Plus, there's still room for restoring the SECOND part of the ambient - the apprentice continues the lesson and the mentor even encourages the player to test the young mage by throwing a spell at him. It's something I'll try to restore later.

94) Lothering, the Chantry - I've been always baffled by a fact that in the conversations with the Revered Mother and Ser Bryant, the "farewell" options were the uppermost in the response tree. It was thanks to Bioware's "Fast Path" enabled, which moves a particular line to the 1st place in the response order. It didn't make sense in this case and I've always found the two conversations weird because of that. Fixed.

95) Items, Studded Leather Armour description - it's amazing I've never seen a mod which dealt with that issue, it made me wonder if I see it correctly in-game. The descriptions of the Studded Leather Armour state they give a bonus to ARMOUR when the set is activated. it does not, it gives a bonus to DEFENCE and it's always been like this. At last, I fixed it - the descriptions are going to show up the correct bonus (defence), which one can see in the inventory window. It's +1 to defence, not to armour.

96) Human Noble Origin - I was informed of it by the helpful @Crypto217 and honestly, it was something I've never focused on before, despite noticing it in-game. Once we wake up in the bedroom, we should pick up our equipment from the nearby chest... only to discover all of our items are actually in our inventory and the chest only contains a health potion and a trap. I restored a codex entry in the 1.5, which shows up a tutorial entry "Retrieve Your Equipment" - now it's going to be complete, because our items are going to be stored in the CHEST, as it had originally been intended. 

97) Mage Origin - I was informed of the bug by @PowiDLa. Once we're in the basement and go further, we encounter the entrance to the repository. There's supposed to be a new ambient line from Lily when we approach the door. Unfortunately, her standard ambient line played out, instead of her unique one. Restored, now a new, unheard line plays out when we are next to the door. 

98) Sacred Ashes, the Gauntlet - after having solved the bridge puzzle, we can hear out only one random comment from our companions. Every piece of companion banter is good to hear, that's why it's restored, after one of the party crosses the bridge, every companion is going to comment on that. Moreover, I restored their comments during the struggle with the puzzle, I haven't got to test these, but I did what I could to make them available as well.

99) Prelude, Ostagar - one female officer had the Cousland Family Sword as an off-hand weapon and a dagger as her main one. I've not seen any mod to fix this character, so I did. Now she has a normal longsword and the weapons are swapped accordingly (the dagger as off-hand)

100) Items, Eamon's Shield - fixed every case of another character but Eamon, using this unique shield. It shares its model with the Elite Redcliffe Shield, and that can explain why quite a few characters had this one of a kind shield. Higher ranked Redcliffe knights/soldiers got the Elite Redcliffe, and a few soldiers got the common Redcliffe Guard Shield.

101) Denerim, Slim Couldry's assignments - during the "A Fistful of Silver" quest, if we initiate combat with Howe's retainers in the warehouse, one of the lieutenants had the Cousland Guard shield equipped. I understand it could be on purpose - he may have participated in the sacking of Highever and kept the shield as a trophy. But he should rather be using a Howe shield while on duty - now he will. Also, restored a drop from this character - a very rare, Liberator's Mace he's using, which is only available to buy at the Circle's quartermaster, and nowhere else in the game.

102) Denerim, The Gnawed Noble Tavern - Arl Wulff is labeled as a two handed berserker in his character file, yet he's equipped with a longbow as his primary set of weapons, and a greatsword as the second. Swapped, because he clearly should be a two handed character by default, left the bow as his secondary one.

103) The Circle Tower, Knight-Commander Greagoir - he uses the common Templar Armour throughout the game, and none other character than him deserves to be wearing the Knight-Commander Plate. He has it equipped every time he appears, fitting his rank, he also uses his unique shield - something I saw tsm had fixed in one of her mods. 

104) Epilogue - I had to fix the equipment of a few combatant characters, who appear either at the coronation or the funeral. All the changed characters had a very random and misplaced choice of armour parts and weapons, they were changed to those they used in their earlier appearances. What's more, all the weapons are going to be unequipped. It's for immersion's sake, people don't have to bring weapons when they attend a feast or a funeral. But the items are safe in the characters' inventories.

105) Redcliffe, Bann Teagan - another theskymoves' mod served as an inspiration - "TSM Better Bannhammer". My take on Teagan was a bit different. His gear should certainly be fixed, I also applied a correct name for his two appearances (he was called Lord Teagan and Teagan, instead of Bann Teagan - it's thanks to tsm's attention to details). The main difference between our mods is that I gave him the Heavy Chainmail set, which fits the final battle movie-cutscene and his character more as well, in my opinion.

106) Brecillian Forest, "Lost to the Curse" quest - Danyla's werewolf pelt is no longer droppable. She's suffered enough and there are plenty of aggressive werewolves in the forest we can get a pelt from, which is required for one quest only (depending on that quest's path).

107) Morrigan - a fix which is close to another mod of mine - "Hand it over Morrigan". This one here makes the ring she gives to romanced male Wardens, be restricted to the player only - its power is connected to them, so it's far more immersive than seeing e.g. Leliana or Oghren wear it.

108) Prelude, Ostagar - the initial conversation with an Ash Warrior. It's something I read about in the Qwinn's Fixpack's bug section - one user found this a few years ago, well done. If one uses the "But you're obviously not made of ash" response, the player is cut off from a possibility to ask "So what does an Ash Warrior do?". It's now restored in case of choosing the "But you're...." line.

109) Lothering, Improved Atmosphere compatibility - I plan to make all the .are files changed by Qwinn, to be compatible with the .are files from Improved Atmosphere. I provide only a few in this update, the next one should follow up with the rest. Qwinn added only one fix to most of his .are files - it's not worth to lose the great additions to the .are made by IA.        lot110ar_lothering.are is now compatible.

110)
Sacred Ashes, Wyrmlair, Improved Atmosphere compatibility -  urn210ar_wyrmlings_lair.are is now compatible

111)
Climax, Redcliffe Village, Improved Atmosphere compatiblity - cli110ar_redcliffe_village.are is now compatible

112) Human Noble Origin - the invaluable @Crypto217 pointed this one out to me. It's baffling that the Howe's men had already killed the guards in the treasury room before we got there and while only Eleanor Cousland has the key. The guardsmen are alive when we unlock the door, and will fight against any Howe's soldier in their sight. For now, they're going to stay in the treasury and not abandon their post. In the next update they will join our group, other soldiers we rescue, as well.

Hotfix 1.6.1
Spoiler:  
Show
86) Revised - I forgot to add one change to the .are file. Fixed.

112)
Revised - the Cousland soldiers didn't spawn in the treasury, they were set to 'False' instead of 'Active'. Fixed and working now. Also, I adjusted one soldier's position - I wanted to have one behind the table, as in trying to be farther from the door - in a combat situation some react like this. But when Howe's men barged into the room, he didn't move from his spot and did not participate in fighting. Fixed, he's now in line with his two fellow guardsmen, ready for any opponent who comes through the door.

Update 1.7
Spoiler:  
Show
31) Revised, Leliana, "Leliana's Past" - if Leliana's tale about her past is not heard out (the player stops her from telling it in a rude manner), my previous fix would make the encounter not trigger at all. Now it's going to happen as it should, only some responses will be blocked, just like the possibility to investigate Leliana's personal matter further. If one hadn't wanted to listen to her, it's only fair now.

42) Revised, Orzammar Slums, the thugs talking of Bhelen - added a new trigger in the .are file, necessary for the conversation between the two thugs to be played as intended. Additionally, that .are file was made compatible with Improved Atmosphere edits to it.

82) Revised, Slim Couldry's restored store - added a few more item types he buys


113) Shale - restored her parting line if she hadn't been taken to Caridin and then the player didn't want to tell her the information she asked for in the following camp conversation. The line was broken and didn't play out correctly.

114) Mage Origin, Senior Torrin and Niall ambient conversation - it's something I'm sure many ambient banters share - the characters look at the player instead of at each other, even when they shouldn't be aware the player is there, listening. Fixed, now they're actually talking between themselves, not to the player, and only once Niall notices our mage character, he will be looking at us.

115) Denerim, "Pearls Before Swine" quest - after dealing with Cristof and his mercenaries, there are two ways of leaving the area. The one farthest away, through a double door, allows us to continue to the destination we chose when we were leaving the Pearl. The door nearby, which Kylon and his men use to leave the area, opens the city map as if we hadn't left the Pearlt at all. Fixed, now both exits work the same way - you continue your journey from the point it was stopped on the city map.

116) Denerim, "The Unbound" quest - the Dark Alley availability on the city map will now depend on state of the four quests related to the location.

117) Denerim, "Back Alley Justice" quest - the trigger for a short conversation with the thug leader could be used too early, while doing another quest in the area before accepting Kylon's assignment. Fixed, the trigger will now fire only if the Back Alley Justice was started.

118) Redcliffe Village, Tavern - Qwinn fixed the condition to ask Bella and Lloyd about Berwick, but the questions could be asked also if he had been killed. Fixed.

119) Denerim, Arl Eamon's Estate - Qwinn planned to incorporate another fix from IA - the followers using different ambient animations than those from the camp. Added.

120) Denerim, Fort Drakon, "Captured" quest - the chest with our gear could be interacted with by our followers if the rescue path was chosen. This resulted in the player, and possible Alistair, getting all the items back before the cage was opened.

121) Alistair - there's a rather impossible situation when Alistair wants to gossip about the other companions and there aren't any recruited to talk about. In such case, the conversation would become bugged - fixed, now the conversation is to be triggered on its original condition, plus such that any of the required followers must be recruited.

122) Denerim, the Market - a possibility to use the world map in the Market was disabled completely by Qwinn, in order to prevent a portion of the "Trial of Crows" quest from bugging out. Now the map will be disabled only during that part, which is Ignacio's messenger delivering a message to us. Having received it, the map becomes available again and the player can access it at any point in the Market area.

123) Orzammar, the Assembly - if the Orta's quest is completed successfully, she's supposed to walk off after her parting line "Oh, doesn't it sound official?", only to remain in the same place. Fixed, now she'll leave the area as she should

124) Orzammar, the Commons - if Dagna's plea is rejected by telling her to do by her father's command, she runs away, crying. SImilar to Orta, she's not actually going anywhere once the conversation ends. Fixed, now she leaves, only to return later to deliver her specific for this turn of events ambient line.

125) Denerim, Fort Drakon, "Captured" quest - a similar issue to the #120 - even if the rescuers didn't interact with the chest, the player/and Alistair would get all the equipment only by talking to the companions, while still being in the cell. Fixed.

126) Sacred Ashes, the Wyrmling Lair - another IA fix Qwinn wished to add. If Kolgrim's offer is accepted, he would leave the area, only to leave duplicates of his followers in the caverns. They should follow him to the mountain top instead. Fixed.

127) Haven, Kolgrim's cult - if the Haven shopkeepr hadn't been killed directly in his shop and the player would side with the cultists afterwards, he's going to be in his shop - in the vanilla, if any kind of alarm is raised, the game assumes the shopkeepr dies even if we had not fought him. Fixed.

128) Denerim, Gnawed Noble Tavern - Sighard and Bryland's conversation about Habren plays out too early, before Sighard gets to sit next to Bryland - fixed.

129) Codex, Controls - the Health Poultices tutorial entry was incorrectly unlocked when an elfroot is picked up for the first time. I had two ways to fix it - considering an elfroot is a healing item, I decided to leave the trigger was for the entry as it was. What I did - I rewrote the codex entry to accomodate the first healing item one picks in the game. So, either a healing potion or an elfroot, the entry will make sense now. 

130) Redcliffe Village, Tavern - I restored a part of cut conversation between Bella and Shale. It's triggered once if we bring Shale to the tavern and speak with the girl.

131) Leliana, the "Forest Path" random encounter - added a check to one player response during interrogating the mercenary leader. "No one threatens my friends and lives" is available only if Leliana isn't at the 'Hostile' approval level. It's quite amusing to have that option if Leliana doesn't like the player much.

132) Denerim, Final Battle, City Gates - many ambient cheers of the Fereldan soldiers are restored when we triumphantly walk to another district after having secured the gates in the initial attack

133) Interparty banter, Wynne and Leliana - one banter about spellweaving, started by Leliana, has some interesting lines blocked if Oghren was recruited, for no particular reason. Fixed, now the whole conversation can be heard out in any case

134) Leliana, Epilogue - if the player gets married and avoids speaking to romanced Leliana about it, she's going to bring up the topic in any Epilogue conversation path.

135) Leliana, Epilogue - if the male Cousland Warden talked to hardened Leliana about his engagement to Anora and she agreed to it, she shouldn't bring the subject up again the Epilogue conversation. It doesn't make sense if she says "I've heard you're going to marry Anora" if she had already said she was fine with it.

136) Lothering, "Bandits on the Road" quest - if the player doesn't fight the bandits and reports them to Ser Bryant, he supposedly sends his templars after the ruffians. But they still remain where we last saw them. Now they should be correctly driven out by the templars if we go and check the place again.

137) Korcari Wilds, "A Pinch of Ashes" quest - a dead soldier who had the ashes in his possession looked like Telm of Harmon - a character restored by me in Restored Content - Telm of Harmon. @PowiDLa informed me of it and suggested a way to do something about it. Now the soldier will have a very unique appearance, he's no longer Telm's twin.

138) Sacred Ashes, Kolgrim - a plot flag "HEARD_ABOUT_DRAGON" is set only if one specific question ("Children? You mean the dragons? Is Andraste a dragon?") is asked. Fixed, now the flag is also set if another response is chosen in that part of the conversation.

139) Codex, Controls - restored the second part of the "Party Members" codex entry. Like the first one, restored earlier, it's given once the initial conversation with Alistair in Ostagar ends.

140) The Urn of Sacred Ashes, Leliana - in case the Urn is tainted and hardened Leliana is there. If the player manages to intimidate her and she has already been at the 'Hostile', there's an additionally harsher approval loss

141-158) IA and Qwinn .are files compatiblity - the remaining previously incompatible 18 .are files with Qwinn's fixes and Improved Atmosphere's additions included
If you find that something doesn't work, let me know. And keep your eyes open for some unnoticed bugs, describe them in detail - I will check what can be done.

Hotfix 1.7.1, 1.7.2
Spoiler:  
Show
38) Revised - the epi_attendees._h_.nss file accidentally missed a few previous Qwinn edits to the file - fixed

131)
Revised - a simple misclick set a wrong plot flag for the Leliana's story and the following random encounter. An issue Bioware themselves had done on a few occassions. Fixed, thanks to @TahosHawke for informing me of it.



- For the Origins' loyal fans - the Warden's Calling trailer added, unforgettable and powerful each time it's being watched.
- Also a tribute to Dragon Age, created by Inon Zur ten years after Origins was released and featuring an angel in form of Aubrey Ashburn - "Shelaya".
- One of the GilfalasWanderers of Thedas DA: Origins videos. The "Exit" shows us the struggle of the Fereldan soldiers during the battle of Ostagar. I highly recommend to watch this one and all the other Wanderers videos.
- A brilliant machinima: Dragon Age: Warden's Fall by Riot FIlms. This atmospheric video serves as a prequel to the events of Awakening and shows more insight into character of the Grey Warden Kristoff. A great experience to watch, it even includes appearances of some original voice-actors from DA: Origins.
- A track which truly embodies Dragon Age: Origins' soul - I Am The One by Inon Zur with Aubrey Ashburn's vocals (high and dark fantasy versions)  


Installation
:

Put the folder into Documents/Bioware/Dragon Age/packages/core/override

Uninstallation:

Remove the folder from its location


Special thanks to:

@Crypto217 for finding things which can be fixed and a very valuable insight
@HyppieDBArt for an effort of reporting things to fix in the aforementioned dialogues
@gloveb for having reported a few interesting bugs to be fixed in the 1.7 version
@pinecer for a great help with things such as Lanaya, Zathrian and The Guardian's dialogues and an outstanding work with finding bugs or fixes which require revising
@PowiDLa for having informed me of some interesting bugs and content to be restored
@Qwinn for an immense work on the Qwinn's Fixpack