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Shanamah

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  1. biojjogurt
    biojjogurt
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    hello, the new dazip component makes attribute additions to double on level up

    edit: i removed value "module_core" from CAMPAIGN_CIF_ENTRY_SCRIPT in sm_restore_blkstn.cif and that fixed the issue. couldn't tell you why though
    1. Shanamah
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      Man, I hate working with DAZips.  I'm pretty sure I know how to fix it, now I just got to test. 

      You're on the right track, though; basically the toolset defaults to the 'module_core' as the base script for all new addins, which causes many events to happen twice if you forget to change it - once for that addin, once for the base game.  It's just immediately obvious when distributing attributes.  -_-


      Edit:  fixed version is up now!  
      To anyone else who's getting the doubling attributes bug from this mod or any other, sunnysap's method is the way for end-users to fix it:
      Using pyGFF, find and open the addin's .cif file (usually in Documents\***\AddIns\[addin name]\module).  Find the line CAMPAIGN_CIF_ENTRY_SCRIPT and delete 'module_core'.  Save the edit, and then the file. 
      If that line says anything other than module_core, DON'T mess with it.  That means the module uses a custom script, and you'll need the author (or at least their uncompiled module script and the toolset) to fix it.  
  2. PromeUltima
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    There a clash with Crime Wave Fix. I think it for Couldry Merchant Dialog file. den200_couldry.dlg . Which i should choose? or Are they the same?
    1. Shanamah
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      The dialog files contain completely different edits, unfortunately.  I have included instructions on how to combine them in the toolset, but if you don't have the toolset, the best way to use both mods together is probably to start with Cirosan's dialog file, and then switch to mine after you've accepted all of Couldry's quests. 
  3. MaxofRed
    MaxofRed
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    Hi there. Greatly appreciate your work on the mod. I'm just wondering about the Qwinn fixpack compatibility. Does that extend to the random encounter fixes he implemented or should we follow your instructions on editing the GDA once Qwinn's dazip is installed?
    1. Shanamah
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      Qwinn's random encounter fixes don't touch the GDAs, only some scripts, characters, and placeables, so there's no conflict.  :)
    2. MaxofRed
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      That's great to hear. Thanks a lot for your prompt response.
  4. Yargoyle
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    May we get a manual install version of this mod since it wasn't working for me with DAUpdate?  Thankee!
    1. Shanamah
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      Unfortunately, certain types of files can't be read by the game unless they're part of a module.  The quests requiring those files (the Blackstone quests and Failed Delivery) are contained in the DAZip, but all the other quests/content are separate and can be installed manually. 
  5. flixster
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    Hello. I just started a playthrough with version 1.0 of Blackstone Quests installed from Dec. 2023 (didn't think to check for updates since then).

    Am I to understand that with this version the quests won't trigger and the whole Blackstone line can't be completed? If so, can I just delete that mod from my override and continue on as normal? That's the only feature from this mod I was planning on using so don't want to install the full package if possible, but I more importantly I don't want to have Blackstone Irregulars unfinished. Thanks for any advice.
    1. Shanamah
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      Certain parts of the quest won't trigger with the older version. 😣 If you haven't yet accepted the two larger restored quests from the Blackstones ("Proving Your Quality" and "Find the Lost Orders"), then yes, you can just uninstall it with no repercussions (the traps quest will be incompletable if you haven't already turned it in, but it has no effect on the final quest). 
      If you have already accepted those quests, you can delete the files from your override, and although the quests will remain open and incompletable in your journal, they won't affect the overall questline anymore. 
    2. flixster
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      Thanks for the swift reply. "Retrieve the Lost Orders" is already underway, so I'll try upgrading to 1.2 instead. Looks like all I'll need is the one dazip.
    3. flixster
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      Happy to report all the quests completed successfully after the upgrade. Definitely a permanent part of my game from now on. Great work!
  6. Hermaen2000
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    Hanald Farmerson is found in Redcliffe, but doesn't seem to go hostile as intended, judging from his dialogue.
    EDIT: Actually, this is worse. It removes my current party members from my party as if ready to be bystanders to a duel - but the duel doesn't start and they stay locked out of my party. D:
    EDIT2: Seems that the zz_addparty script fixes their state at least. ._.
    EDIT3: Same thing happens with Phillum Greely…
    1. Shanamah
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      well that's new and terrible.  I would guess that the creature script isn't firing like it's supposed to.  I'll poke at it and get back as soon as I can.
    2. Hermaen2000
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      Not to worry, I'll just avoid them for now. Maybe I'll have an idea or two after some sleep, too; if I do, I might just ping ya on a server we share. :P
    3. Hermaen2000
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      Wouldn't you know it, it's Improved Atmosphere. If you are using IA, you will probably want to delete the files starting with "lite_quality…" in "Improved Atmosphere\2. Modules\2.2. Characters" before starting a run with this mod or there might be issues.

      EDIT: Alternatively, the new patch should sit nicely in "packages\core\override\Improved Atmosphere\8. Custom".
  7. orochimay
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    How does this play in a localized game? i mean are there new dialogues implemented or just restored ones? if the game had these dialogues and characters localized it should be fine to just set the the loc to 0 in .dlg and .utc!
    1. Shanamah
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      With two small exceptions which will be in English (the Denerim herbalist and Moira's ambient camp dialog), all the dialogs are restored content and should localize properly.  I have no way of testing this myself, however. 
    2. orochimay
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      Thank you bro! i thought as much when i read the "read me' texts.
  8. Jobesky1234
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    We need both files right?
    1. Shanamah
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      You just need the most recent main download.  The update is already included in it. 
  9. Metalunacy
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    Where do I find the three lost messengers and their sealed orders??
    1. Shanamah
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      Spoiler:  
      Show
      One is just inside the Brecilian Forest.  The other two are in Chanter's Board side quest areas (namely: Abandoned Meadow/"Refugees" and Forest Meadow/"Caravan").  If you've already cleared those areas, they should become reaccessible.
    2. Metalunacy
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      Thanks!
  10. Korbie13
    Korbie13
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    Not sure why, but Moira isn't showing up in camp after using the console command.
    1. Shanamah
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      Hmm, that's odd.  Do you have any other mods that affect the camp layout?
  11. SNN0
    SNN0
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    how do you install this?
    1. Shanamah
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      Use DA-ModManager or DAUpdater (located in the game's launch folder) to install the .dazip, and put the rest of the folders into your Documents\****\BioWare\Dragon Age\packages\core\override folder (the location might be different on a Steam install).  If there's no folder called 'override' there, make one.  
  12. UroshAuberon
    UroshAuberon
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    I am definitely gonna be using this for my next playthrough! Thank you so much!