So.....I just encountered a situation where apparently I have skipped act 2 entirely...
When I finished act 1, it triggered MotA, which I don't even know how I "chose" that as my first one, and then when I finished it, it automatically started act 3?? is there a way to fix this or am I super screwed....
Oh, yikes, I've never heard of this happening before! How did you install the mod? You're not sure how you "chose" that as your first one -- which ERF did you place in your override? Are you using more than one of the files?
Can confirm this has happened to me. I misread the files and put all of them in my override folder and I think that's what messed up my entire game. Gotta re-do the deep roads now.
I'll need to double check/find that again -- I think it's *possible* I'm just using the Isabela/Triss mashup with one of the recolors from the original Triss armor? But it's possible I did have to pack it separately for myself at some point. I'll look into it and see if I can figure it out!
So I used legacy between act 1 and act 2, after Deep Roads it triggered the cutscene and I finished the DLC just fine, but afterwards when a family reunion cutscene is meant to play, it entirely skips that and fast forwards to when you visit Hawke's mansion the first time. This also skips the cutscene entirely in the Viscount's Keep and it even progresses my quest to the point that I've already spoken to Arishok about the poison dealer. At no point did it even let me change my appearance and Bodan's introduction needs to be manually triggered by either doing it in the mansion which has glitched animations or by going to the Keep and then leaving it.
I have DLC Timings MotA Act 2 -> Act 3 and DLC Timings Legacy Act 1 -> Act 2 in my override folder and automatic chargen folder in the addins so everything is installed normally.
I also noticed that it entirely skipped Act 2 narrative by Varric but i'm unsure if that is intentional by the mod?
That definitely doesn't sound like it's working as intended. I'm wondering if some other mod is possibly conflicting. Are you by any chance using Twinception?
Can I ask what you did to confirm that? I'm taking a look at the two mods now, and from a quick glance the only file I see that they have in common is drk000_janeka.cnv -- did you try removing that file from Import Vault Fixes and seeing if it fixed the issue? If that does fix the issue -- I'd recommend doing that for now (remove it from Import Vault Fixes for the time being) while we work on getting a compatibility patch between the two files.
After testing I can indeed confirm that the issue is drk000_janeka.cnv Everything works as intended after removing it from the folder.
My concern is that MotA will conflict with the aforementioned mod too. Once I get to play it I'll report here incase any issues arise regarding the DLC.
Thank you for checking! I confirmed with sapphim that the conversation file can be removed from Import Vault Fixes without issue, so until we get a compatibility patch for them that seems like a workable solution. Sorry you ran into this!
As for MotA -- I'm looking, and I don't see that we share any files between the two mods, so my best guess is that you should be okay. I only had to edit a couple of MotA files (whereas I had to do way more with Legacy) and neither of those files should conflict with Import Vault Fixes. Do let me know if there is somehow an issue -- though hopefully there won't be!
Edit: I'm assuming you're past there now, but for future playthroughs, sapphim has created a compatibility patch for Import Vault Fixes that's hosted over at that mod. Thanks for letting me know about the issue!
I had no trouble with MotA as you predicted. Only complaint I have is that there is not an option to change how Hawke looks during the DLC as I like to roleplay Hawke with a blood smear after the fight with Arishok always. Would it be possible to have automatic chargen version to let you swap Hawke's appearance before the DLCs start?
It's been a few years since I've actively messed with the files, so I'm not sure at this point how feasible that would actually be, but I can put it on my to do list to check into it at some later date. It definitely won't be any time soon, however. In the meantime, you can always use Portable Chargen to open the CC at any point. You'd still have the opening cutscenes without the blood smear, but after that you'd be good to go.
Ever run into an issue where this mod doesn't let you leave Legacy and you end up stuck in Gamlin's house? Or Emeric not spawning in the Gallows for Prime Suspect? I turned this mod off and was able to finish legacy but then can't proceed with the main quest line. The quest marker does not appear on the map either.
so, I have an issue. I use the "MotA and Legacy Acts 2 - 3 Plus Automatic Chargen" file, Automatic Chargen, Save the Day, and the Save the Day patch for Legacy acts 2 to 3. MotA went perfectly fine the whole way through, and I get the chargen screen after Tallis goes away. then, once I click confirm, I'm thrown into the Varric&Cass convo... for MotA. and then after it's done I'm put into the hightown ambush area from the start of MotA but no cutscene plays, clicking the exit doesn't do anything, and of course Legacy doesn't start. Do I need to do something specific to make stuff load in the right order perhaps?
given that the mark of the Assassin DLC makes reference to Hawke being the champion. The only drawback is Liliana and Tegan don't remember meeting Hawk in the base game when meet MotA first. since the events of Mark of the Assassin take place the year after the death of the Arishok.
Hey, just finished up act 1 and I keep finding myself appearing outside the map next to Varric and Cassandra. Is there an easy way to resolve this without restarting the game? I also tried removing the mod from the override folder and had no luck with any changes
Which version of the mod are you using? Are you using Auto Chargen, and if so, is it in your addins folder and not your override? DLC Timings doesn't make any baked-in changes to the game prior to starting the DLCs, so removing it from your override should allow the game to proceed normally.
Had the same issue. Removing the mod and then loading a save before the cutscene fixed it for me. It's a shame though as I really wanted this mod to work.
Are you able to access the DLCs normally via the statues? The issue described is normally something that happens when Automatic Chargen is not properly installed, but since removing DLC Timings from your Override did fix it, I'm a little stumped on what might be causing the issue.
Wow, was not expecting a response. Thank you! Checked the steam forums and it turns out that DLC not apearing in-game is a common issue so it's nothing to do with your mod, sorry! It shows up under the downloadable content menu in-game but doesn't show up in the game itself which is weird.
Alright, so it turns out that being logged into steam and using their awful origin launcher and logging in through that isn't enough. You also need to login with your EA account IN-GAME for the DLC to activate. This isn't mentioned anywhere, not on the steam page or in-game and since it's my first playthrough I had no idea that the DLC (THAT I PAID FOR) wasn't working. All of this DRM/launcher bulls*** is so infuriating; it's always the paying customer getting screwed over. I would've missed out on a sizeable chunk of the game if not for your mod making me look through the steam forums so thank you! <3
Apologies for the rant and for pinging you (again) and wasting your time. If you have a paypal/kofi/patreon/whatever, I'd be more than happy to donate as a thank you. You definitely deserve it more than EA.
No worries at all -- I'm glad you got it figured out and I'm sorry you had to jump through all those hoops! And maybe the details you provided will help someone else who runs into the issue. Hope it all goes smoothly now! :D
I have a problem with my game using the request file dlcs between 2+3 with auto chargen - the transitions between end of MOTA > Chargen > Legacy, with the V7C scenes as expected, worked fine.
However, I used the statue in the carta hideout to pop to the Black Emporium (since I'd maxed my inventory from all the stuff I picked up in Chateau Haine and the first part of Legacy) - when I went to exit, instead of going back to the carta hideout, the normal map screen loaded. I picked Hawke's house, as the safest place (since it doesn't really change between acts), when I got there everything seemed normal, except I had two mabari, my named one and a generic dog, standing on the back of the other. If I go to exit the house, I again have the full map to choose from. I haven't tried going anywhere else.
I do have another mod relating to DLC - DLC-Away - Move DLC Items to Personal Storage at Dragon Age 2 Nexus - mods and community (nexusmods.com) - but that came with loose files so I was able to compare these with the list you give on description page and I cannot see any conflicts - none of the file names start the same, and the only files of the same type (.nsc) as your mod changes are sph_dlc_storage and sph_dlc_hide, whereas you change eye000pt_main.ncs.
I do have save files from before I ended Act 2, so if it turns out there is a conflict that cannot be resolved, I'll start over from there, having removed the other mod (since it has done what I needed it to do this playthrough anyway).
I hope I've included enough info, let me know if there is anything else I should check. Thank you.
Oh boy, I am so sorry. I'm not sure what the issue is, but I'd almost guarantee you it's a screw up on my part and not a mod conflict. I'll try to look into this ASAP and see about fixing it for you. Is there any chance you could send me a save from before you used the statue? (If you don't have one, I should also just be able to make you a script to pop you back to the Carta hideout and hopefully nothing else will have broken, lol.)
Wow, thank you for such a fast response - I went off to install KE for a new playthrough in the meantime!! What's the best way to send the save file(s)?
Oh, and is there an easy way to tell which is which, as mine are all called (on my PC) Slot 40, 41 etc. or do I just have to match up the timestamps with what I can see in game?
If you click on the folders with the slots, the name of the savegame itself should be the location, (like, in Lowtown it's Lowtown.das or whatever -- I forget what the name of the Carta hideout is).
I took a peek at my script and I don't see anything obviously wrong in it (I mean, the extra dog thing is definitely my fault, lol, but that shouldn't happen anywhere but the BE) -- so I'm wondering if my script to trigger the exit for some reason just didn't load in your save. In the meantime, this script...
...should pop you back to the Carta hideout by the statue. You need to use the console -- open it and type:
runscript hideout go
But I can't guarantee that popping back to the Hawke Estate in the first place didn't mess anything up, so I'd like to see if I can get it fixed for you in the earlier save. (Save the whole Slot folder into a zip and it should work fine!)
(Oh and -- I'm actually working on a fairly significant update to KE right now. I'm hoping to get it out within the next week or so, so if you were doing a new playthrough *specifically* for that, you might want to hold off.)
ETA: Actually, now that I think about it, if you actually saved *in* the BE also, or if you use the statue to teleport you there with your earlier save and sell all your stuff, the script I uploaded should be able to be used there to send you back with no problems, in case you don't want to wait on me figuring out what's going on with the mod itself.
Right I have the last save before I used the statue, plus a Autosave that is called Checkpoint under the hood, so I think that is the autosave generated as I used the statue. I can zip both, but do I put them in a post here, or send them to you via your Nexus profile (I presume one can DM other users?). I also have a save in the BE, as well as autosaves from just before I went to Hawke's estate, and one inside the house before I went back to BE (I forgot I did that). Re: KE - I start new characters all the time (I tend to swap between them, as I have played the game a LOT, when I get to a bit that I know is a slog or especially long and I don't have the time/energy right then, I swap out to a different one) - so I probably will start up a new one anyway, then start another one once the update drops!!
Oh, those saves will be tremendously helpful! (The save in the BE will be very helpful too.) You can feel free to DM me, though I'm not sure Nexus will let you attach files. Otherwise MediaFire might work?
And good to know, RE: KE! Just wanted to warn you, because I was like, "Oh no." Haha. ;)
OK, Nexus won't let me use the private messaging system (not sure if that is generally or just to you!) so I shall I try and link on here to a cloud folder, bear with!
No problem! Are you able to use the console? I think in the short term, using the script I linked while in your save in the BE is going to be your best bet, as I'm not totally sure how I'm going to fix whatever's going on otherwise. (Sorry!)
OK, I have a saved reddit post about enabling console in Steam version, I'll do that and let you know how it goes (will be tomorrow now). Save_game_zipped_files Here are the files anyway in case, once you've done the KE update, you want to have a poke around out of curiosity, I mis-remembered about having one in Hawke estate, but there is manual save in the outdoor bit before the hideout, the Checkpoint autosave, and the manual save in BE. Thank you so much for your time (and your mods!!)?
Thank you so much for the saves! I'm going to mess around with them and see what I come up with. Right now it seems like, for whatever reason, in your save specifically either the script to load the portal back to the hideout isn't loading, or the specific plot flag that was supposed to be set in order to load it didn't get set.
Editing this comment to say: doing more digging, but while your save in the BE had the same problem you described (the exit to the worldmap) -- loading from the Checkpoint and using the statue there worked properly, and the "Return to Legacy" travel point worked. Before anything else, you might try reloading from that Checkpoint and see if it works, because it's possible it was either a random glitch, or there *is* somehow a conflict somewhere.
Update: figured it out! This was indeed a bug and a scripting error on my end. Turns out the door worked just fine -- as long as you didn't save and reload within the Black Emporium. I reworked my scripts and I believe they should now work as intended. Did a lot of running around as your poor naked Hawke to test, haha (she lost her clothes since I don't have whatever mod she was wearing). What you'll want to do is download the hotfix file I uploaded and revert back to your Checkpoint save in the Carta Hideout, then continue from there. (This should also fix any extra dogs appearing, haha.)
Sorry for the problems, and thanks very much for your help in fixing it!
(If something really weird happens, like you can't get back out of the BE in Act 3, let me know. I tested it and it worked fine, but... well, I didn't anticipate this, either.)
OK, reloading from the checkpoint save and everything worked. I did it a couple of times to make sure, once when I used the statue and then immediately came back, and another selling a load of stuff and picking up codex entries, as I did the first time when it went wrong, and all still worked as expected. So looks like the coders' favourite - random glitch that cannot be replicated. And if it does happen again, and I don't have a (reasonably) recent save to revert to, I have your return to hideout script as a fall back. Thank you so much for your swift attention on this - and sorry for not trying first what I tell my users all day - try logging off/switching off and back on again! I will try to think straighter if I ever have a problem again.
EDIT: Oops, posted this before I saw your comment. I'll try the hotfix method now as well, with a save and reload in BE, thank you. (BTW the armour she should have been wearing is Leap of Faith? but hey, at least I don't use naked or pervy underwear mods, and her hair still looked great!!)
UPDATE: used hotfix, and door back to Legacy remains after save in BE, quit game, exit to desktop, then reload, thank you
Glad it's working for you! It took me a realize what the issue was, because I didn't think to try reloading a new save from within the BE, and it had been a few months since I'd poked at those scripts, but I think this new method of handling it is much better, and hopefully will stop any future problems. :)
Final update: completed Legacy and all worked as expected, inter-Act dialogue/screens, chargen, and returned to Kirkwall into Act 3 as normal. Thank you!
Hi I've got a bit of a bug-- I was using the dlcs between acts 2-3 + automatic chargen file
after completing MotA cassandra and varric talk, auto chargen kicks in, then it dumps me back into the area where you fight prosper. when i click "return to kirkwall" to leave the area again it launches the beginning of MotA dialogue with cass and varric again (though the dialogue is different, it's obviously pre-MotA), and then triggers the ambush scene with the crew all in the prosper arena for some reason. when that "cutscene" ends everyone's below the prosper map stuck with black and white textures. it did this despite reloading saves/restarting the game.
I fixed it by swapping out the automatic chargen version for the no-auto chargen version and restarted from the save before the prosper fight and legacy kicked in without any issues. not sure what the glitch was but it's fine now.
This isn't a bug in DLC Timings. It's an issue that can occur when the module file for Automatic Chargen is for some reason not firing. That could happen for a couple of reasons, such as Auto Chargen being placed in the Override instead of the addins file (or the module not being installed at all) -- or possibly another version of Auto Chargen's script conflicting, such as if you're using Equip Swap and organized everything into separate folders in your Override. I'm not sure what caused your Auto Chargen script not to fire properly in this case, but I'm glad you got it working! :)
It's really not user error, so much as an edge case of tidy user organization. :) It just happens that in this case, being organized fouled up the script. I should probably go ahead and note that in the install instructions so no one else stumbles across it -- sorry it happened to you!
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When I finished act 1, it triggered MotA, which I don't even know how I "chose" that as my first one, and then when I finished it, it automatically started act 3?? is there a way to fix this or am I super screwed....
I have DLC Timings MotA Act 2 -> Act 3 and DLC Timings Legacy Act 1 -> Act 2 in my override folder and automatic chargen folder in the addins so everything is installed normally.
I also noticed that it entirely skipped Act 2 narrative by Varric but i'm unsure if that is intentional by the mod?
Would it be possible to come up with a compatibility patch?
Everything works as intended after removing it from the folder.
My concern is that MotA will conflict with the aforementioned mod too. Once I get to play it I'll report here incase any issues arise regarding the DLC.
As for MotA -- I'm looking, and I don't see that we share any files between the two mods, so my best guess is that you should be okay. I only had to edit a couple of MotA files (whereas I had to do way more with Legacy) and neither of those files should conflict with Import Vault Fixes. Do let me know if there is somehow an issue -- though hopefully there won't be!
Edit: I'm assuming you're past there now, but for future playthroughs, sapphim has created a compatibility patch for Import Vault Fixes that's hosted over at that mod. Thanks for letting me know about the issue!
edit: nvm I found an alternative where you just replace the "PLUS automatic chargen" with the WITHOUT version, at least it works.
Checked the steam forums and it turns out that DLC not apearing in-game is a common issue so it's nothing to do with your mod, sorry! It shows up under the downloadable content menu in-game but doesn't show up in the game itself which is weird.
Apologies for the rant and for pinging you (again) and wasting your time.
If you have a paypal/kofi/patreon/whatever, I'd be more than happy to donate as a thank you. You definitely deserve it more than EA.
However, I used the statue in the carta hideout to pop to the Black Emporium (since I'd maxed my inventory from all the stuff I picked up in Chateau Haine and the first part of Legacy) - when I went to exit, instead of going back to the carta hideout, the normal map screen loaded. I picked Hawke's house, as the safest place (since it doesn't really change between acts), when I got there everything seemed normal, except I had two mabari, my named one and a generic dog, standing on the back of the other. If I go to exit the house, I again have the full map to choose from. I haven't tried going anywhere else.
I do have another mod relating to DLC - DLC-Away - Move DLC Items to Personal Storage at Dragon Age 2 Nexus - mods and community (nexusmods.com) - but that came with loose files so I was able to compare these with the list you give on description page and I cannot see any conflicts - none of the file names start the same, and the only files of the same type (.nsc) as your mod changes are sph_dlc_storage and sph_dlc_hide, whereas you change eye000pt_main.ncs.
I do have save files from before I ended Act 2, so if it turns out there is a conflict that cannot be resolved, I'll start over from there, having removed the other mod (since it has done what I needed it to do this playthrough anyway).
I hope I've included enough info, let me know if there is anything else I should check. Thank you.
What's the best way to send the save file(s)?
I took a peek at my script and I don't see anything obviously wrong in it (I mean, the extra dog thing is definitely my fault, lol, but that shouldn't happen anywhere but the BE) -- so I'm wondering if my script to trigger the exit for some reason just didn't load in your save. In the meantime, this script...
https://www.mediafire.com/file/3v7m8rbg0knlrcf/hideout.ncs/file
...should pop you back to the Carta hideout by the statue. You need to use the console -- open it and type:
runscript hideout go
But I can't guarantee that popping back to the Hawke Estate in the first place didn't mess anything up, so I'd like to see if I can get it fixed for you in the earlier save. (Save the whole Slot folder into a zip and it should work fine!)
(Oh and -- I'm actually working on a fairly significant update to KE right now. I'm hoping to get it out within the next week or so, so if you were doing a new playthrough *specifically* for that, you might want to hold off.)
ETA: Actually, now that I think about it, if you actually saved *in* the BE also, or if you use the statue to teleport you there with your earlier save and sell all your stuff, the script I uploaded should be able to be used there to send you back with no problems, in case you don't want to wait on me figuring out what's going on with the mod itself.
I also have a save in the BE, as well as autosaves from just before I went to Hawke's estate, and one inside the house before I went back to BE (I forgot I did that).
Re: KE - I start new characters all the time (I tend to swap between them, as I have played the game a LOT, when I get to a bit that I know is a slog or especially long and I don't have the time/energy right then, I swap out to a different one) - so I probably will start up a new one anyway, then start another one once the update drops!!
And good to know, RE: KE! Just wanted to warn you, because I was like, "Oh no." Haha. ;)
Save_game_zipped_files
Here are the files anyway in case, once you've done the KE update, you want to have a poke around out of curiosity, I mis-remembered about having one in Hawke estate, but there is manual save in the outdoor bit before the hideout, the Checkpoint autosave, and the manual save in BE.
Thank you so much for your time (and your mods!!)?
Editing this comment to say: doing more digging, but while your save in the BE had the same problem you described (the exit to the worldmap) -- loading from the Checkpoint and using the statue there worked properly, and the "Return to Legacy" travel point worked. Before anything else, you might try reloading from that Checkpoint and see if it works, because it's possible it was either a random glitch, or there *is* somehow a conflict somewhere.
Sorry for the problems, and thanks very much for your help in fixing it!
(If something really weird happens, like you can't get back out of the BE in Act 3, let me know. I tested it and it worked fine, but... well, I didn't anticipate this, either.)
Thank you so much for your swift attention on this - and sorry for not trying first what I tell my users all day - try logging off/switching off and back on again! I will try to think straighter if I ever have a problem again.
EDIT: Oops, posted this before I saw your comment. I'll try the hotfix method now as well, with a save and reload in BE, thank you.
(BTW the armour she should have been wearing is Leap of Faith? but hey, at least I don't use naked or pervy underwear mods, and her hair still looked great!!)
UPDATE: used hotfix, and door back to Legacy remains after save in BE, quit game, exit to desktop, then reload, thank you
Thank you!
after completing MotA cassandra and varric talk, auto chargen kicks in, then it dumps me back into the area where you fight prosper. when i click "return to kirkwall" to leave the area again it launches the beginning of MotA dialogue with cass and varric again (though the dialogue is different, it's obviously pre-MotA), and then triggers the ambush scene with the crew all in the prosper arena for some reason. when that "cutscene" ends everyone's below the prosper map stuck with black and white textures. it did this despite reloading saves/restarting the game.
I fixed it by swapping out the automatic chargen version for the no-auto chargen version and restarted from the save before the prosper fight and legacy kicked in without any issues. not sure what the glitch was but it's fine now.
just thought it may help you or someone else!
For how complex your mods are in function, and the absurd number i run on my games, it's really impressive that's been my only issue, great job :)