Dragon Age 2

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anshela and ThaliaGraces with MarcusKhaar

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anshela

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About this mod

Adds new merchants, items, NPCs, creatures, and more. Plus, dwarf ladies.

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Kirkwall Expanded

Overview

Kirkwall Expanded is a mod that adds new NPCs (including dwarf women), new creatures, new merchants, new items and item properties, a few new quests, a new crafting option ("Cooking"), pets, mercenaries, house decorations, and more.  (Also, more belts and other accessories than anyone would ever, ever need.)

This mod is English language and contains a large amount of text, as well as some English-language audio.  Apologies!

Updates
9-19-2022: Updated again to fix a dependency issue with Inquisition Dwarf Ladies.

9-19-2022: Updated to fix a bug that potentially caused the quest "Remains of the Outlaw Bearded Beast" to break.  This bug won't happen in all playthroughs, but if you were using version 1.6 and encounter it, download the fix script in optional files.

9-5-2022: Updated to version 1.6.  Updates include two new Mercenary options, new optional Kaddis and Mabari coat color options, a few new consumable "trap" items, and a new version of Dwarf Ladies (moving them from DAO models to DAI models).  Also did some minor tweaking/bugfixing of Bounty Board items.  Please read the mod description for explanations of new elements. 

When updating, remove all previous versions -- including override and extras -- of Kirkwall Expanded.  Do not mix elements from previous versions.  Best practice, as always, is to wait until a new playthrough to update.  DEFINITELY, if updating and using the new Inquisition Dwarf Ladies, do not update in the middle of an Act.  Wait until you have completed an act, but before you have loaded into any new areas, to make the change.

Also note that I have separated everything that has Inquisition assets into its own folder, "Inquisition Elements."  If you don't want any of the DAI aspects in your game, you can feel free to remove the entire folder.  However, if you're using *any* of the Inquisition aspects, you MUST keep the "Inquisition Assets.erf" as the other erfs rely upon it.

I also removed the "Persistent Livestock" extra and just folded it into the main mod.  Now livestock you purchase persist regardless.

6-22-2022: Updated "Persistent Livestock" file in the Extras to account for changes made in 1.5.  The earlier version could cause some quests not to update properly even when KE is loaded on a new game, so if you were using the old version of it and run into an issue, let me know and I'll see about fixing it for you. 

6-4-2022: Updated to version 1.5.  Large update including new components to the mod, a few new extra files, some additional tweaks/clone eradication, some "restored" quests, and a couple of new quests created by me.

Because this is a pretty significant update, I would *not* recommend updating in the middle of a playthrough.  It (likely) won't break your game, but it may cause some weird minor issues, and likely make some of the new quests impossible to complete.

Full list of changes/additions:
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Previous Updates:
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Installation
Inside the download, there are two folders: a folder labeled "kirkwall_expanded" and a folder labeled "Kirkwall Expanded - Override." The "kirkwall_expanded" folder MUST BE PLACED IN YOUR ADDINS FOLDER, NOT YOUR OVERRIDE.  Your addins folder should be located in one (or more) of the following places.

C:\...\Documents\Bioware\Dragon Age 2\addins
C:\...\Origin\Dragon Age II\addins
C:\...\steamapps\common\DragonAge 2\addins

It can be placed in the Documents addins folder or in the game's installation folder and will work regardless, just make sure it is in your addins folder and NOT your Override.  If you do not have an addins folder, you can create one.  The mod absolutely relies upon the "kirkwall_expanded" folder being in your addins, and will not function properly otherwise.

The "Kirkwall Expanded - Override" should be placed in your Override.  I'm releasing it this way because I have separated the files in the "Kirkwall Expanded - Override" folder into different erfs for easy removal.  Everything in that folder is optional, but recommended.

If you are using my A Farewell to Clones mod or my original The Lowtown Marketplace Revival mod, REMOVE THEM.  Both of those mods are included in this mod and their files will conflict.

Kirkwall Expanded is best used on a new game, as changes to areas won't take effect after they have already been loaded.  If you want access to all new quest content I added, you MUST load it before the start of Act 1.


Components

Merchants
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Pets and Mercenaries
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New Optional Inquisition Mercenaries:
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Because pets and mercenaries use a script that needs to be fired on every level load, they are considered optional.  If you don't want Pets and Mercs in your game, remove the "Pets and Mercenaries" erf from the "Kirkwall Expanded - Override" folder.

Note on Char_Stage: Because of the method I used to allow you to name your pets (basically, I added them as invisible followers), I had to edit the char_stage.are file, otherwise the vanilla one expanded to try to accommodate all the invisible pets.  This is in a separate erf from the Pets and Mercs file and can be removed without issue.  I do, however, recommend using it if you have no other mods that conflict.

Cooking
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New Items and Consumables
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Upgrades Shop
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Kaddis and Coat Colors for Dog
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House Decorations
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Quests - Mine
Because I added a huge amount of items for purchase in the game, to help offset the amount of money you can spend, I also added a few new quests.  They're mostly fetch quests, but there are a couple that are a bit more involved.  Note:  in Act 2, one quest is only available if you have Legacy installed.  It will show up on the Chanter's Board at the start of the Act.  If you accept Sketchy on the Details (or another Chanter's Board quest) and leave the board without accepting the new quest, the board may deactivate.  You'll need to reload or re-enter the area for it to become active again.

There is one quest you might access in Act 3 that uses an item that requires a blood mage; if you're not one yourself, Merrill will work just fine.

If you installed Kirkwall Expanded after you had already begun Act 1, you may end up with fetch quests you cannot complete, as their recipients won't appear in areas that were loaded before KE was installed.

(Also, the quests help with the money issue, but not totally.  I am aware this entire mod is one giant money sink.)

Quests - "Restored"
In Version 1.5 of the mod, I added in several quests that were already partially completed in the game.  These quests are:

-- "Missing Ingredients" - Act 2, picked up at Mistress Selby's Board in the Docks.
-- "Baubel's Broken Shield" - fetch quest
-- "Ancient Elven Laces" - fetch quest
-- "Rusted Symbol of Andraste" - fetch quest
-- "Heron's Scale" - fetch quest
-- "Seal of the All-Father" - fetch quest
-- "The Route of Dervin de Bois" - fetch quest
-- "The Splintered Order of the Vials" -- Black Vials quest for DA2.

Note on the Black Vials quest:  in order to keep the quest from auto-completing after finishing Act 1, I gave it its own category in your quest list.  I tried to follow DAO's method for these quests as closely as possible, but it's not a perfect match.  There are two Black Vials to be found in each act, and if you miss one of them, the quest will complete and be removed from your log upon beginning the next act.  The Black Vials quest is separate/optional and its erf can be removed from your Override without issue.

Spoiler sheet for vial locations:
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**Note on Missing Ingredients**: I accidentally set it up so that you can collect some of the ingredients even if you can't pick up the quest itself (due to Mistress Selby's board being inaccessible if you sided with the templars).  This will be fixed in a later update.  For now, it shouldn't cause any issues, and you can just ignore any ingredients you find.

The Bounty Board
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New Creatures and NPCs
Since I was editing several areas anyway, I went ahead and removed all low-res/low-poly NPCs manually from those areas, and added in new NPCs -- including female dwarves ported in from DAO.  No longer is Kirkwall strangely empty of dwarf women.  And now Varric can have a Cute Dwarven Serving Girl in the Hanged Man, as requested.  Additionally, A Farewell to Clones is part of Kirkwall Expanded, so all of the clone removal present in that mod is also here.

I also brought in some creatures from DAO to add to the game's atmosphere, including ravens, rats, dogs, cats (well, these are from Witcher 3), various livestock, and squirrels.

Note that the DAO aesthetic doesn't entirely match DA2.  ...But it's still better than the low-res NPCs hanging around everywhere.

New in 1.6: Updated dwarf female NPCs from the DAO models to DAI models.  This was done for a couple of reasons, such as to more closely match the DA2 aesthetic, and to allow dwarf female NPCs to use the DA2 animations.  This also allowed me to add some dwarf female enemy characters.  (Note that the optional Sigrun cameo is still her DAO model, since the entire point of her cameo was to bring her on over from Awakening.) However, since I figure some people may prefer the original DAO versions, the Inquisition Dwarf Ladies version is optional.  I set it up so that you *should* be able to swap between them without issue (after you've updated -- do not update to Inquisition Dwarf Ladies from 1.5 mid-playthrough) -- but there may be a few hiccups if you do, so best practice would be to wait until you've completed an act if you want to swap.

Crowd Control
Along with the areas I manually edited, I created a script to automatically replace all remaining low-res/low-poly NPCs in areas of the game I didn't touch.  (Editing them all manually would have been a nightmare, plus would make compatibility even worse.)  This is an optional file and can be removed from the "Kirkwall Expanded - Override" folder without issue, as I'm worried adding that many NPCs may affect performance on some PCs.  Please note, also, that because the replacements are done randomly, you may still run into duplicated morphs.  Because they're set to change outfits, however, the odds of you running into the exact same morph in the exact same outfit are somewhat lowered.

Because of the way the script is set up, I couldn't replace the servants in the Blooming Rose with servants.  So you'll have some fancy-dressed people in the kitchen and pantry of the Blooming Rose.  But they're just chilling, it's okay.

In addition to the Crowd Control erf, there's also an "NPC Cycler" erf that will dynamically change the NPCs created by Crowd Control each time you enter an area.  NPC Cycler is an additional option and can be removed without issue, but requires the Crowd Control erf to work in the first place.

Wolves on the Wounded Coast
An optional file to change the Mabari on the Wounded Coast in Act 2 to wolves.  This is Act 2 only, as the Mabari in Act 1 are actually grouped with human fighters, so it makes sense to have them together.  At the moment, they still have Mabari sounds.

Sigrun Cameo - Beta
This file will add Sigrun to the Deep Roads along with Nathaniel in the "Finding Nathaniel" quest.  She will be with him when you enter the area, and fight alongside you as you look for survivors.  Originally, I was going to set it up that she'd only appear if you have her recruited and alive in Awakening, but since part of that is currently bugged in Awakening itself, for the time being she will always show up.  If you don't want her to appear, remove the erf from the "Kirkwall Expanded - Override" file.

For now, she's only in one of the actual cutscenes, because they were a huge pain to edit, and I can't get her headtracking to work properly.  So I'm considering this particular component of the mod to be in beta.

Miscellaneous Fixes
I did a little bit of bugfixing of things I came across in the making of the mod.  These include:
-- If you lie to the Raiders in "Finders Keepers," they should no longer get stuck on the Docks for the rest of the Act.
-- Leonato in the Blooming Rose has dialogue indicating he's meant to be an elf, not a human, so I made him one.
-- Vanilla merchants in Hightown and Lowtown had no facefx; they should now.
-- Olaf's Armory has an actual crate now in Act 3.

Extras
A number of extra options can be downloaded from the "Extras" file.  These are:
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Arishok Duel Bugfix
This is just an optional file for a bug that occasionally occurs while fighting the Arishok.  When fighting him at higher levels, there's sometimes a bug that prevents you from progressing -- you level up, and the cutscene doesn't trigger; instead, the Arishok just keeps trying to smack you, even though he is very dead.  This bug occurred in ONE of my KE test playthroughs, but it's not consistent -- regardless, I thought I'd provide a fix in case anyone else encounters it.  What this does is moves the exp you receive from killing the Arishok to come after you start Act 3.  Same amount of exp, different location, no leveling up to stop the cutscene from triggering.  There are two versions included -- one compatible with DLC Timings and one for vanilla.  (Technically the DLC Timings one can be used regardless, it's just the vanilla fix is much, much simpler.  DLC Timings version will grant you your Arishok exp as soon as you begin the DLC rather than at the start of Act 3.)  This makes some tweaks to three lines of the "rewards.gda" file, so if you're using something that includes the ENTIRE rewards.gda, you'll have a potential incompatibility.

Compatibility
I did my best to keep KE as compatible with other mods as possible, but because of needing to edit area files, there will be some conflicts.  Anything that edits the same area file I did will be incompatible.  And I edited a ton of them.  At the moment, however, the only one I know of (aside from my own mods which were rolled into this one) is NPC Gear Immersion Tweaks.  The files for Grace and Samson will conflict with Kirkwall Expanded.  (The Gallows Act 2 and Lowtown Night Act 3, specifically.)  I did create an optional file to change Grace's Act 2 outfit in a different manner, and have included that as an extra file.

The other potential conflict is any file that alters the char_stage.  However, KE's char_stage file is optional and can be removed without much issue.

Again, A Farewell to Clones is incompatible and MUST be removed.  All of its changes are a part of Kirkwall Expanded.  I'm leaving it up as a separate file for anyone who doesn't want to use KE. 

My original version of this mod, The Lowtown Marketplace Revival is also incompatible and must be removed.

Note that screenshots from both Khaar and me have some other mods (particularly some high-res retextures) shown in them.  KE itself does not mod these textures.

NPCs change clothes between acts also has some incompatibility, as that mod alters the vanilla GDA lines for clothing items, which some of my dwarf clothing items rely on.  I'll work on uploading a compatibility patch at a later date.  Thanks ladyluck278 for identifying this conflict for me!  Update: there is a compatibility patch available for this for version prior to 1.5.  Versions 1.5 and above do not need it, as compatibility is included.

List of Vanilla Files Altered:
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Credits
This mod only exists thanks to the mod authors who very kindly let me use their mod assets.  Huge thank yous to everyone on this list (and big apologies if I forgot something -- please me know and I'll fix it)!

tmp7704
-- various meshes and assets, including dwarf proportions, tucked hair, and dwarf female warden armours
SammyJC -- absolutely necessary assets in the creation of dwarf ladies, from SJC's Patchy Skin Fix, SJCs Tints And Textures, and SJC's Eye And Lash Texture Replacements.
freezedriedbrains -- eyebrows for dwarf ladies from Rose's DAO Redone - Default Replacements
Shanamah -- some kid hairs and morphs from More Hairs for Kids and Diversified Children
anzolino -- Fenris new robes (used for mercenary outfits; I didn't edit Fenris)
honestRope -- Natural Skin for skin tints for Gavin and Fenne
magpiedragon -- kindly allowing me to make a compatibility patch for Improved Mabari Model
NewActionPotential -- some upscaled DAO textures from AP Neural Enhanced Textures v3

Sapphim's Tutorials
-- Great resource for learning about plot and dialogue editing.
Automatic Item Delivery - Tutorial and Template -- patch for compiling DA2 scripts
Obsidian Dawn -- photoshop brushes and such used in my icons and banner.
QuenchedSteel -- the Blender to DA2 Export Script and various resources from Modding Grab Bag.
Playable Elfs Beta -- for the creation of new elf and dwarf male morphs
The Dragon Age 2 Character Creator - for the creation of new morphs + some dwarf ladies.
ThaliaGraces -- pretty much all inquisition textures (plus the bulk of the Inquisition Dwarf Lady character creation), all the lovely dog coat and kaddis textures, cat textures, sword textures, and basically creating textures any time I said, "I need this!" <3
Marcus22Khaar -- please hold this man responsible for the inclusion of Thom Rainier, thank you

The Witcher 3 assets are used with permission of CD Projekt Red, and may not be used for any monetary gain.

Jenya66 -- some dwarf lady morphs and various assets from her DAO mods, creation of some morph elements for Inquisition Dwarf Ladies, plus helping with ideas and encouragement!
Padme4000 -- assisting with morphs and various Inquisition elements -- thank you so much for your help!!
beccatoria -- much brainstorming and handholding, and most importantly, not (yet) adding me to her book of grudges (I think)
And finally, my Dragon Age partners in crime Marcus22Khaar and ThaliaGraces for all the testing, screenshots, silly ideas, not-so-silly ideas, bug-hunting, and general camaraderie.  Spacecat salutes you, my friends.