Dragon Age: Inquisition
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  1. apomorph
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    I'm aware there's a small bug in the postlogue wakeup scene that I will fix shortly. It turns out you can't use strings from other dialogue files without making the dialogue choice turn invisible. This only affects a handful of files (like less than 5), but I gotta comb through the whole thing and replace these instances, because I don't remember where they all are. Whoops.

    I'm also planning on making a version of the mod where non-changing NPC dialogues are once-per-game. Like, once you've asked the quartermaster about her past, that option goes away so you don't keep forgetting whether you talked to her about that at least once.

    ---

    Also, there appears to be an issue with editing too many strings and then getting issues with the names of crafted items. Gonna address that as well.

    ---

    Reverted what I believe were the only (2) instances of me attempting to import a string from another conversation for paraphrasing removal. That said, please let me know if you encounter any invisible dialogue choices! That means I missed those and need to revert them. 
    Discovered editing strings in globalmaster is the cause of weird strings in crafted items. Reverted those changes, so now you shouldn’t get any weird strings when crafting items. Please let me know if you see any weird strings in-game!!!
    Please note that due to my inability to edit particular strings (those in the globalmaster or any of the DLCs), there are a few awkward lines that have the narrated actions from the subtitles included (e.g. “(Sighs.) Ok here’s my line.”). I decided awkward was better than inaccurate.

    ---

    Tasks I'm working on:

    - Potentially hover text for foreign-language lines
    - Preventing ambient conversations with Giselle in Haven from happening before she's recruited
    - Looking at compatibility with "Yes we know about Mythal" (for now please just load that mod after mine)
    - More work on semantic text for a few double-lines left vanilla
    - Option to spare Gaspard in addition to OTP ending
    - Truly ferreting out any remnants of using a different dialogue file's strings in another file and causing invisible choice text. There may an instance of that with a Sera banter : / This was actually in a Blackwall/Dorian banter. Fixed in "minor update" file
  2. apomorph
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    Thank you to all the kind comments. I haven't had time to respond to them individually, but I wanted to say thank you (I do read them and I am so glad the mod is helpful!).

    I also wanted to say that if you know about any vanilla dialogue bugs/inconsistencies, please let me know (feel free to respond to this post). Bugfixes I endeavor to include in future updates of this mod.

    More dialogue-related mods here: apomorph's miscellany. I am likely going to include the 'Kieran Runner Fix' in the next update of this mod, since it's a bugfix. Done.
    1. kevahanzl
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      First up, thank you so so much for making this mod, I second what everyone else is saying! I can't see if anyone else has mentioned this yet, but it doesn't look like the Solas foreshadowing fix after WEWH has worked - when I select any of the three dialogue options about Briala and helping the elven people, it just leads to a blank dialogue wheel and no option other than to leave the conversation. I took a screenshot if that doesn't make sense, but I don't seem to be able to attach images that aren't online. I don't have the separate/original foreshadowing mod installed, so there's no conflict or anything. Thanks again for the much needed mod!
    2. apomorph
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      Uh-oh. Thank you for posting this. I have a sense of what's wrong and may need a bit of time to fix it, I apologize.

      In the meantime, it is okay to load the original mod after mine. That conversation won't have paraphrasing removed doing this, but should actually work.

      New version with fix included. Sorry about that. One of the frustrating things about conversation editing so far as I know is that if you make a new child/branch link, you have to manually find the GUID of the line it's supposed to link to from an unsorted list of all of the lines in the conversation (listed only with GUIDs). Even if you're just copying existing links... so the 'new' elven links for the OTP ending weren't actually hooked up to go anywhere because I only learned this well after I had made the original edit, and forgot to go back and fix this conversation.
    3. kevahanzl
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      You're a wizard. It's working perfectly now, thank you! It's so good to be able to access all these lines I hadn't heard before (including a flirt option I don't remember ever seeing before?). Love your work!
  3. Faendra
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    Is there a daimod version ?
    1. apomorph
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      Copying and stickying an earlier response. I may also be completely reworking the mod using this mod: https://www.nexusmods.com/dragonageinquisition/mods/3632

      Right now the mod is Frosty-only unfortunately.

      The mod edits all instances of dialogue choices (except for the final scene in Trespasser, because I felt the original paraphrasing was needed), which means it edits 684 individual assets. To convert it to a daimod, I'd need to export each of those manually, convert them from from .bin to .ebx (manually as well unless I can find a better way to batch convert files), and then import them into DAIMM. And DAIMM is frustrating in that you can't search for assets from the main directory-- you have to path to the folder those assets are in, and then import the file. In the Frosty Editor the mod takes 2-3 full minutes to save, so I'm a bit worried trying to import it all into DAIMM would just cause it to freeze/crash (which it already does frequently for me). I've also found DAIMM tends to corrupt mods for me if I save them while in-progress before exporting? So that means every time I've done a .daimod conversion, I don't save until the very end out of fear the mod isn't going to work when I'm done. The biggest .daimod conversion I've done to date was ~50 assets.

      The mod already took me 6 months however, so I may get the gumption to convert it (what's a few more hours, after all...). But, again, I'm a bit afraid of whether the DAI Mod Manager (or Mod Manager, at that) can deal with the size of the file, so I might have to break the mod up into several smaller pieces.
  4. Hammond54
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    Hello, 
    does this mod also support other languages? 
    1. apomorph
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      I'm sorry I was slow to respond. I'm going to paste/sticky a comment I wrote a while ago about other languages (my native language is English and I worked on the mod in English).

      My mod should work for the most part with non-English languages.

      Basically, for each dialogue choice, there's 'paraphrase text,' which is what's displayed on the dialogue wheel, and then the text for the subtitle of that line when it's actually played. What I did for most of the mod was just copy the string for the subtitle (a string is a datatype for a variable; it just means the value is a series or "string" of text characters) over the paraphrase option string.

      The game uses localized strings for each language option. So, although I haven't tested this, if you're not playing in English, the localized subtitle strings should still be replacing the paraphrasing strings. For example, if the paraphrasing was originally "Hello/Hola," the mod should correctly change the wheel choice to the subtitle, which might be "Hello friend/Hola amigo."

      Two potential problems, however:

      1) Cases where the hero's lines span multiple strings. For these, I replaced the paraphrasing with the most representative line. Let's say the full line is now "Hello friend. How are you?", but each sentence is a separate subtitle/string. I likely would have used the first string, "Hello friend" to replace the paraphrasing "Hello." Depending on the translation, that might not always make sense. There aren't a ton of instances of multistring lines for the Inquisitor in the game, but a word of warning in case you're playing with another language and wondering why I picked which line-- I was working with the English localization when I made the mod.

      2) Cases where I edited strings directly. I only edited the English localization of strings, so if you're playing in another language, those dialogue choices will have the vanilla paraphrasing. Unfortunately I am a native English speaker and can read Spanish, but wouldn't be able to edit other languages effectively. Thankfully there aren't many lines that I edited strings directly. It's mostly cases where the subtitle is an interrupted line. E.g., the paraphrasing might be "What's wrong?" but the subtitle is "What's your--." I would have edited "What's wrong" to be "What's your problem?" so as to not 'spoil' the interruption.
  5. stripeypajammas
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    you are an ALLY to the autistic community right now
  6. Glenn652
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    Seems like a must have mod, I am however having issues installing it despite reading the posts saying that the archive needs placing in frosty etc, I'm unsure if the mods meant to kick in from the get go (From when Cassandra is interrogating you) or slightly further on as i seem to be still getting default dialog options, Ive reset the game to vanilla by reinstalling but its still persisting, hate to write something like this on what seems to be a really well done mod from others comments, heres hoping i can get it working.
    1. apomorph
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      You should see it working from the first time you have dialogue with Cassandra.

      You should check Frosty to see if you have a conflicting mod. You may also need to delete your ModData folder and try reapplying your mods.

      It's been a little while since I've played around with Frosty and I haven't looked at the newer editions. You may find better help with install issues on the DAI modding Discord: https://discord.com/invite/wzJG7Mq
  7. thepurifico
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    Brilliant. I'm tired of the "Glass him" situations because the developers are lazy
  8. gibbothegracious
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    I can't get this mod to work. I am using dialogue wheel overhaul and it is loaded after this

    edit: the only way I can get this mod to show in game is by loading it after dialogue wheel overhaul, thus making that mod obsolete. Are they really compatible what am I missing here?
    1. apomorph
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      You should let DWO override my mod if using them together. DWO has much more substantial changes to the structure of dialogue trees, but doesn't cover the DLCs last I checked. So then you'll only see my mod in the DLCs.
  9. sunsetsai
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    Got this mod working, definitely worth it! thank you so much!
  10. SpectreSage
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    Hi!! First of all, this is a fantastic mod and I have no complaints- I was just wondering if it isn’t too much trouble, what was the hair mod you used in the screenshots for this?
    1. apomorph
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      Thanks! I love this hair mod: https://www.nexusmods.com/dragonageinquisition/mods/2279
  11. addabj
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    What on earth are all these 'rigged divine election' files? Do I need them? Don't know what it is.
  12. Reshirou
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    When using Multiple Romance Mod, if I load MRM before this then Josie's (at least) flirt option disappears when in a relationship with someone. If I load MRM after, the flirt option is back but the Text is vanilla.

    Could we get a patch for MRM?
    1. apomorph
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      You are correct that they're not compatible, and you'll need to load MRM after my mod to override it (and to avoid any MRM bugs).

      I am (very slowly) working on completely redoing this mod / changing how it's implemented, so I apologize for now that there won't be a patch.
  13. sunsetsai
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    holw do i install archive??
    1. apomorph
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      Accidental repost
    2. apomorph
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      Just drag/drop it into your frosty install location\Mods\DragonAgeInquisition folder. It just needs to hang out with the corresponding .fbmod file in the Mods\DragonAgeInquisition folder.
  14. selfnamed
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    Very cool.
    Can't imagine how long it took to go through all interactable dialogues.
    It's even more impressive how many mods the game needs to make it actually enjoyable for a player, since there are so many tedious and unnecessary design decisions involved.