Q: Why isn't Morrigan's romance or Witch Hunt anywhere in the vault debug? A: None of those variables or flags are used anywhere in DA2, so they're not currently shown in the debug. They're still set! Just currently inaccessible via the vault viewer. I'm aware that modders may wish to reference unused flags in their mods, and I'm considering how to extend as much support to modders as possible, but for release I tried to keep the vault debug focused specifically on how flags are currently used in the vanilla game.
Awakening
Q: Will whether or not Anders and/or Nathaniel died at Vigil's Keep be imported correctly now? A: The bug where those flags are not set correctly exists on the Awakening side of things, not the DA2 import side. If one of your saves got hit with that bug, you'll have to correct it manually via save game editing or the editable vault in the debug.
Q: Why does the vault debug show that the Warden-Commander both defended and abandoned the City of Amaranthine? A: That was a side effect of the old version of the mod trying to fix the above bug with Anders and Nathaniel on the DA2 side by trying to work out if they should have survived based on whether or not Vigil's Keep was upgraded! That version of the mod made a misguided assumption which has been corrected in this version. DA2 doesn't really care if Vigil's Keep fell or not, but it does care if Amaranthine was abandoned (as mentioned in The Conspirators sidequest), which is why "Vigil's Keep was defended" has been rephrased as "The City of Amaranthine was abandoned" in the vault viewer. Sorry for the error and for the confusion! It should be easy to correct in the debug's editable vault.
Q: But what if Vigil's Keep was fully upgraded and didn't fall despite defending the City of Amaranthine? A: Doesn't matter. You defended the City of Amaranthine. That's all DA2 cares about. Q: What if my Warden-Commander tried to protect both the farms and the roads? A: Awakening just counts that as saying you'd protect the farms. But there's exactly one line referencing this in DA2 (in The Conspirators sidequest). It's not super important. Pick one or leave 'em blank.
Inquisition
Q: How will this mod impact my Inquisition playthrough? A: It won't affect it at all! You don't import a DA2 save game into Inquisition; you use the Dragon Age Keep.
Modders
Q: How can I make my mod compatible with New Import Vault Fixes? A: If you are using the plot flags defined in gen00pt_vault then you don't need to do anything! They will work automatically. However, if you need to read vault variables directly from the save game, that will be incompatible with variables changed via this mod's Editable Vault. Include "sph_vault_h" in your script and use sph_GetVaultInt() in place of GetVaultInt() and your mod will automatically work whether or not this mod is installed.
English is not my native language so I'm actually having a hard time figuring out what to do, I just wanted to fix the romance dialogue with Zevran because for some reason it wasn't showing up....((
In your user Documents folder you should have a series of folders named Bioware > Dragon Age 2 > packages > core > override. If there is no folder named override then you may have to create it.
Download the main file for the mod (the first one, "New Import Vault Fixes"). Double click on the file you downloaded to open it. There will be a folder inside ("[sapphim] New Import Vault Fixes"). Drag that entire folder out of the file you downloaded and into the override folder. That's how to install basically any mod for DA2.
Everything else is extra. Installing the main mod is the only thing you have to do.
I can't find a way or mods to edit my character's CLASS anywhere. Did I miss it? There was a savegame editor for all Mass Effect games, but not in Dragon Age- right? This might be VERY off-topic, but this mod here is the only thing that comes close to what I am looking for.
I'm so sorry if this is a dumb question, I have autism and have a really hard time following written directions. I cannot for the life of me figure out how to edit the vault in-game. Every time I pull up the runscript zz_vault_debug it only gives me "Display the current world state", "Origins (DONT USE)", "choose a pre-made world state (DONT USE)" and "expansion/DLC (DONT USE)". I need to edit it because the Zevran romance isn't flagged.
I'm sure the answer is right in front of my face but I genuinely cannot figure it out.
Okay, so I figured out why the mod wasn't working initially. I use the vortex mod manager and, for some reason, it wouldn't deploy correctly so I just did it manually, and that finally fixed it. Now the issue is that, even though everything is flagged correctly, Zeveran still doesn't recognize his and the warden's relationship. I went back to Act 2, fixed the vault, and replayed all the way back to act 3 and it still isn't working :,)
Hmm well if you edited it so that it now shows that his romance is flagged in the debug, it should also work in the quest. Do you happen to have any older fix mods installed that would affect Zevran's dialogue?
DA2 Import Fixes by Monochrome Wench
Zevran Romance Dialogue Fix by sapphim
Import Vault Fixes by sapphim (the older version of this mod, which has been taken down and replaced with this new version)
Any of those should be uninstalled, as they will cause conflicts with this one.
Also, you don't need to replay the entire act to check if the fix is working. You could load a save made in the middle of the quest right before Zevran's cutscenes. If you did so because of that note in the secription, then I apologize. That is specfically referring to the fix for Zevran's quest still triggering even if he was killed in Origins.
Omg thank you so much for this. Because of the discrepancies of playing an Orlesian Warden in DAA, even ignoring bugs, because the devs made the choice to allow you to play your dead Warden in DAA, there is always this unfortunate choice to make when importing into DA2. Now I'll be able to play DA2 with my Orlsian Warden import AND all the DAO choices I made accurately reflected. 🥹
Edit: Just tried it out! I ended up manually editing the save with the provided tutorial and using the vault to verify that everything was correct. Turned out well!
Thanks a lot! ♥ Also for your linked articles explaining how to edit the savegame and what the values of interest are. I had to change Nathaniels fate as he was imported as "died at Vigil's Keep" although he lived at the end of Awakening. Furthermore I've changed Morrigan's romance status. If I understood correctly the value is irrelevant for DA2, but I wanted to have it corrected anyway, because it feels better to have the choices imported correctly. :D
This is probably a stupid question. I'm currently familiarizing myself with the DA2 save file format, but I'm a bit confused about something. I was grabbing some GUIDs from this mod to check if my parser was working, and from looking at da2_main_const_h.nss it seems like class and gender are stored in 'PLT_GEN00PT_CLASS_RACE_GEND = "D45E1AE02D624DAF8A3BCD405CEDF128"'. However, all the flags in that PLEN record are 0 in all my saves.
Is the GUID wrong, or am I misunderstanding where that data is stored? (the latter is very likely)
Not a stupid question! The only plot flags that have their values written directly to the save file are the standard plot flags (0-127). Defined plot flags (256+) like the gen00pt_class_race_gend flags are dynamic and return true/false depending on the results of other variables, as defined in the plot script.
I was just about to start a DA2 playthrough for the first time in 2024 and was really surprised to see this updated only a week ago! Thanks for your continued support of this old game.
For anyone trying to get the console to open in 2024, for the steam version of the game, you need to follow this guide https://dragonage.fandom.com/wiki/Console_(Dragon_Age_II)#Enabling_the_console but change OpenConsole_0=Keyboard::Button_GRAVE to OpenConsole_1=Keyboard::Button_GRAVE in your Keybindings.ini then press the ` key above tab on your keyboard in game and it should work for you.
44 comments
Q: When is [XYZ imported thing] mentioned in game?
A: See this list of All Vault Content in DA2.
Followers
Q: Why isn't Morrigan's romance or Witch Hunt anywhere in the vault debug?
A: None of those variables or flags are used anywhere in DA2, so they're not currently shown in the debug. They're still set! Just currently inaccessible via the vault viewer. I'm aware that modders may wish to reference unused flags in their mods, and I'm considering how to extend as much support to modders as possible, but for release I tried to keep the vault debug focused specifically on how flags are currently used in the vanilla game.
Awakening
Q: Will whether or not Anders and/or Nathaniel died at Vigil's Keep be imported correctly now?
A: The bug where those flags are not set correctly exists on the Awakening side of things, not the DA2 import side. If one of your saves got hit with that bug, you'll have to correct it manually via save game editing or the editable vault in the debug.
Q: Why does the vault debug show that the Warden-Commander both defended and abandoned the City of Amaranthine?
A: That was a side effect of the old version of the mod trying to fix the above bug with Anders and Nathaniel on the DA2 side by trying to work out if they should have survived based on whether or not Vigil's Keep was upgraded! That version of the mod made a misguided assumption which has been corrected in this version. DA2 doesn't really care if Vigil's Keep fell or not, but it does care if Amaranthine was abandoned (as mentioned in The Conspirators sidequest), which is why "Vigil's Keep was defended" has been rephrased as "The City of Amaranthine was abandoned" in the vault viewer. Sorry for the error and for the confusion! It should be easy to correct in the debug's editable vault.
Q: But what if Vigil's Keep was fully upgraded and didn't fall despite defending the City of Amaranthine?
A: Doesn't matter. You defended the City of Amaranthine. That's all DA2 cares about.
Q: What if my Warden-Commander tried to protect both the farms and the roads?
A: Awakening just counts that as saying you'd protect the farms. But there's exactly one line referencing this in DA2 (in The Conspirators sidequest). It's not super important. Pick one or leave 'em blank.
Inquisition
Q: How will this mod impact my Inquisition playthrough?
A: It won't affect it at all! You don't import a DA2 save game into Inquisition; you use the Dragon Age Keep.
Modders
Q: How can I make my mod compatible with New Import Vault Fixes?
A: If you are using the plot flags defined in gen00pt_vault then you don't need to do anything! They will work automatically. However, if you need to read vault variables directly from the save game, that will be incompatible with variables changed via this mod's Editable Vault. Include "sph_vault_h" in your script and use sph_GetVaultInt() in place of GetVaultInt() and your mod will automatically work whether or not this mod is installed.
General: Dragon Age 2 Ultimate HD, Improved Brows and Stubble, Natural Hair, Natural Skin, SJC's Eye and Lash Texture Replacements, SJC's Makeup Edit, Unique Face Textures for Companions
Anders: KS Hairs for for Dragon Age 2 (siamese), Rebel Threads, personal morph (unreleased)
Bethany: KS Hairs (chrome)
Carver: SG Beauty Shop (stp06)
Sebastian: KS Hairs (blackout), Zimpra's Assorted Armors
Varric: Armoured Varric
Nathaniel: NPC Gear Immersion Tweaks, personal morph (unreleased)
Zevran: Dunmr's Zevran Restoration Project, personal morph (unreleased)
Download the main file for the mod (the first one, "New Import Vault Fixes"). Double click on the file you downloaded to open it. There will be a folder inside ("[sapphim] New Import Vault Fixes"). Drag that entire folder out of the file you downloaded and into the override folder. That's how to install basically any mod for DA2.
Everything else is extra. Installing the main mod is the only thing you have to do.
I'm sure the answer is right in front of my face but I genuinely cannot figure it out.
Any of those should be uninstalled, as they will cause conflicts with this one.
Also, you don't need to replay the entire act to check if the fix is working. You could load a save made in the middle of the quest right before Zevran's cutscenes. If you did so because of that note in the secription, then I apologize. That is specfically referring to the fix for Zevran's quest still triggering even if he was killed in Origins.
Edit: Just tried it out! I ended up manually editing the save with the provided tutorial and using the vault to verify that everything was correct. Turned out well!
Also for your linked articles explaining how to edit the savegame and what the values of interest are. I had to change Nathaniels fate as he was imported as "died at Vigil's Keep" although he lived at the end of Awakening. Furthermore I've changed Morrigan's romance status. If I understood correctly the value is irrelevant for DA2, but I wanted to have it corrected anyway, because it feels better to have the choices imported correctly. :D
This is probably a stupid question. I'm currently familiarizing myself with the DA2 save file format, but I'm a bit confused about something. I was grabbing some GUIDs from this mod to check if my parser was working, and from looking at da2_main_const_h.nss it seems like class and gender are stored in 'PLT_GEN00PT_CLASS_RACE_GEND = "D45E1AE02D624DAF8A3BCD405CEDF128"'. However, all the flags in that PLEN record are 0 in all my saves.
Is the GUID wrong, or am I misunderstanding where that data is stored? (the latter is very likely)
There's more information about plot flags in this section of my tutorial here if you'd like it.
For anyone trying to get the console to open in 2024, for the steam version of the game, you need to follow this guide https://dragonage.fandom.com/wiki/Console_(Dragon_Age_II)#Enabling_the_console but change OpenConsole_0=Keyboard::Button_GRAVE to OpenConsole_1=Keyboard::Button_GRAVE in your Keybindings.ini then press the ` key above tab on your keyboard in game and it should work for you.