Since my time is kind of limited due to also working on the toolset, updates will come slowly, but if people would like to contribute and have the skill to do so, then please go ahead, you can send me your updates via PM or over at the daitools forum, and I will merge it in with my changes and list you in the credits.
no matter how long it takes you to get to any of these bugs, you're still leagues ahead of EA, just by acknowledging our messages. And I think we all appreciate the hell out of that.
Also, figured to add my two cents what perhaps can also added to the patch, if possible:
1) Seeds quest for Skyhold garden: right now it can be done up to 18/19 seeds, the last one, deathroot specifically is bugged. It seems that it's chance is set to be extremely low so while it is there, it's so low that it simply cannot be acquired, pretty much. Maybe the chance can be boosted up, to same level as other weeds?
2) Ser Woolsley, it has been mentioned here already but basically once it's dealt with in a "violent way" it probably should stay dead but it keeps respawning. Don't think it's supposed to be that way, maybe dead goats can stay dead?
Being an ignorant person when talking about mods' insides, maybe this idea is stupid or impossible to do but, what about making the Qunari Inquisitor shorter? That would fix all the awkward interactions and scenes that right now are ridiculous to watch. Probably something that should have its own mod though but you seem to be one of the DAI mod bosses and I didn't know where else to post this idea.
It is working, you have to replace "official patch" with merged one. You have to merge your mods as usual, then move the official patch out of "Patch" folder and put your merged files there.
"It is working, you have to replace "official patch" with merged one. You have to merge your mods as usual, then move the official patch out of "Patch" folder and put your merged files there. "
Never once had to do this. Just kinda merge and launch. Works for every mod I've tried, so far.
Edit: No problems with this mod, or anything. Just saying.
Umm you don't replace the Official patch with the merged the guy even says not to on the front page. It all about reading everything on the mod creator's description page that hands you knowledge.
I ran into what is for me, a new bug. Shards in the area surrounding the Mercenary Fortress in the Hinterlands are showing in the ocularum, but when I get to the area, one or two of the shards are missing. It is not the same shards every time. Twice it was the shard on the wooden ledge of the Mercenary Fortress, twice it was the shard on the sloped rock next to the bridge, once it was the shard by the hill to the norht of the fortress, and twice it was the shard by the rock to the east of the fortress, I have not experienced the bug in any other part of the Hinterlands, nor in any of the major ares of the map. I have tried restarting from an earlier save, and even tried re-installing the game. Nothing has worked. I have played the game over 45 times since it came out, and never experienced this bug, before.
This mod is outdated. The two issues that it fixes (moving two mosaic pieces to attainable locations, calling it a "community patch" is a real stretch) were already fixed in patches. Don't download.
This is important information. (I'm only commenting so this post skids to the top, for those of us returning to Dragon Age and getting reacquainted with the mods.)
And I thought I was crazy, reading literally two fixes on a "community" patch and trying to find some massive list of community fixes. Thanks for keeping people still informed years later.
Its been over a year, but iirc this one doesn't actually fix anything - as the other commenters noticed Author just used a mod name that'd get him lots of downloads
I get the following error when I try to merge this patch.
*** Warning: da3/layouts/ferelden/ferelden_wilderness_main/art_areas_zs_530/layer0_art_areas_zs_530_layer not found for Community Patch *** Warning: da3/designcontent/prefabs/interactions/collectibles/collectible_dragonmosaic_piece_j not found for Community Patch
Anyone know how to fix the Mage Recruitment bug that causes the game to freeze in the same spot in Redcliffe. I worked so hard to get here and I hate it to have it end here.
349 comments
Also, figured to add my two cents what perhaps can also added to the patch, if possible:
1) Seeds quest for Skyhold garden: right now it can be done up to 18/19 seeds, the last one, deathroot specifically is bugged. It seems that it's chance is set to be extremely low so while it is there, it's so low that it simply cannot be acquired, pretty much. Maybe the chance can be boosted up, to same level as other weeds?
2) Ser Woolsley, it has been mentioned here already but basically once it's dealt with in a "violent way" it probably should stay dead but it keeps respawning. Don't think it's supposed to be that way, maybe dead goats can stay dead?
PS: Thanks again for all your work!!
It saddens me to see your great work destroyed by the guys who made the game, the patch and the bugs you kindly fixed for the community.
I pray you have time to update the patch and your other mods.
Thanks for your great work
Never once had to do this. Just kinda merge and launch. Works for every mod I've tried, so far.
Edit: No problems with this mod, or anything. Just saying.
(I'm only commenting so this post skids to the top, for those of us returning to Dragon Age and getting reacquainted with the mods.)
Bugs Be Gone
Just don't use the frosty version, import the daimod version into frosty
Author just used a mod name that'd get him lots of downloads
*** Warning: da3/layouts/ferelden/ferelden_wilderness_main/art_areas_zs_530/layer0_art_areas_zs_530_layer not found for Community Patch
*** Warning: da3/designcontent/prefabs/interactions/collectibles/collectible_dragonmosaic_piece_j not found for Community Patch