Unofficial Dragon Age: Origins Fixpack v2.0 Released

Qwinn's unofficial Dragon Age: Origins fixpack has reached version 2.0, which means that there's a whole slew of new bugs that have been addressed. As you may have guessed, the "v2.0" text designates the new fixes in the changelog:
A. General fixes (these 2 fixes, as of v2.0, are the only "core" fixes and thus the only ones that will have an effect on Awakenings or other modules:

1. (v1.0) The Stealing and Dog Fetching bugs introduced in patch 1.03 (where they could not generate random items) are fixed. (v1.1) This is now implemented as a "core" fix and should also fix stealing in Awakening. Many thanks to Nukenin for his advice on how to best implement this patch.

2. (v2.0) Damage from the Chain Lightning spell will now scale by the caster's spellpower - it was previously the only primal spell that did not do so.


B. Origin fixes:

1. (v1.0) "Human Noble": At the beginning of the main hall battle, it was briefly possible to initiate dialogue with Ser Gilmore and prematurely trigger his post-combat dialogue. Doing so would make the exit never open, forcing a game restart/reload. Now, if you talk to him during that brief interval, he just shouts one of several combat barks instead.

2. (v1.0) "Mage": During the Harrowing, if you have acquired your staff and you talk to Bear Mouse, he would prematurely shout, out of context, "And there is a spirit of rage". Then, when you actually got near the spirit of rage, he'd initiate a casual conversation, again quite out of context.

 


C. Companion Quests, Dialogue and Banters

1. (v1.0) Infinite approval exploit in Sten's second camp dialogue fixed. Can no longer repeatedly ask "Why do the Qunari care about the Blight?" which led to a +4 approval option.

2. (v1.0) "The Sword of the Beresaad": It was possible to go directly from the scavenger in Lake Calahad to Dwyn, skipping Faryn completely, leading to odd and confusing dialogue.

3. (v1.0) If Lothering was destroyed and you never even talked to Sten, you were still getting a codex entry about his death that implied you had met him.

4. (v1.0) "Oghren's Old Flame": Removed infinite loop approval exploit in conversation where Oghren gives his personal quest ("Oh, Maker, we don't have time for this." can only be picked once now.)

5. (v2.0) Several lines in Leliana's dialogue that were meant to show only if she had been "hardened" never appeared because it was checking the wrong variable. Among other important lines, this includes her (very different) reaction if the PC gets married, and her first dialogue with you when she's fallen in love.

6. (v2.0) When discussing Zevran with Leliana, saying "He's been claimed, my apologies" will no longer loop to an earlier state in the conversation.

7. (v2.0) Several fixes to Leliana's post-Marjolaine conversation. Most importantly, this dialogue will no longer restart a romance with Leliana if it has been previously cut off, which could cause problems with other romances.

8. (v2.0) If the PC is getting married, Leliana will now only break up with you if you're actually romancing her.

9. (v2.0) If the PC is getting married, Zevran will now only talk about it in the party camp. If it took place outside of camp, it would cause game-stopping graphic glitches.

10. (v2.0) Morrigan will now offer to teach shapeshifting based upon the intended criteria. If she was at least warm or interested, she would *not* teach it, the opposite was intended.

11. (v2.0) City elves only: When asked by Morrigan about your mother, your standard reply is now consistent with the information provided during the city elf origin story.

12. (v2.0) Talking to Alistair about your companions, you can now say "He and I have a connection" about Zevran only if you're in a romance with Zevran, rather than in a romance with Alistair.

13. (v2.0) When asking Alistair about how he joined the Grey Wardens (post-Joining), when replying "If you don't want to answer, say so", Alistair's responses toward males and females was reversed.

14. (v2.0) Interparty Banters: Oghren will no longer tease Alistair about having sex if he never has (after which he'd then tease him for never having had it)

15. (v2.0) Interparty Banters: Zevran will no longer tease Leliana about not having sex if she recently has.

16. (v2.0) Interparty Banters: Shale will no longer ask Oghren "Would the drunken dwarf have saved its former wife if it could?" if his wife survived.

17. (v2.0) Interparty Banters: Based on comments in the dialogue file, Shale can say to Morrigan, "The swamp witch desires something from it (the Warden)." any time a romance is active with Morrigan, not just once the player has sex with Morrigan.

18. (v2.0) Interparty Banters: Leliana will no longer talk about overhearing Morrigan and the PC having sex if that has never happened.

19. (v2.0) Interparty Banters: A banter between Sten and Alistair ("Draw your weapon.") that only occurred if the player was in a romance with Alistair has been opened up so that it can now occur any time after two major plot quests are completed, as the banter has nothing to do with the PC or romance.

20. (v2.0) Interparty Banters: The banter between Shale and Morrigan where Shale claims to have "no history" will no longer appear after Shale's history has been confirmed through a personal quest.

 

D. Ostagar:

1. (v1.0) "The Hungry Prisoner": This quest will no longer close with an erroneous entry if you leave Ostagar having acquired the key by feeding the prisoner but without using it on the chest. The quest will remain open, just as it does if you got the key by killing the prisoner. (v2.0) Note that you have an opportunity to use the key during the Return To Ostagar DLC, but that will not close the quest. I'm going to leave this fix as is for now in hopes of finding an elegant solution to that issue for the next version.

2. (v1.0) Dwarves can now hear the tale of Luthias Dwarfson. They actually even have dialogue specific to them during the story.

3. (v2.0) You can now interact with Alistair after receiving the darkspawn blood quest, which opens up a previously inaccessible conversation about the Joining.

4. (v2.0) Rigby's Last Will and Testament: Unimplemented rewards for both courses of action in this quest are restored (more money if you open the lockbox, 300 xp if you deliver it)

5. (v2.0) Undisarmable trap in Korcari Wilds can now be interacted with and disarmed (only by rogues with sufficient skill to detect it, of course). Thanks to didymos1120 for supplying the new coordinates.

 

E. Lothering:

1. (v1.0) Ancient Elven Boots will now appear in the Lothering Chantry cabinet. This was only bugged in the PC version of the game.

2. (v1.0) "Traps are a Girl's Best Friend": This quest will no longer reset to the beginning after completion.

3. (v1.0) "The Qunari Prisoner": Removed exploit to get maximum Morrigan approval in Lothering by repeatedly failing to intimidate the grand cleric.

4. (v1.0) "Bandits on the Road": If you intimidated the bandits as a mage, and then "practiced your spells" (attacked), one of the bandits would run away in terror. If you then killed the rest off, the quest became uncompletable because that last bandit couldn't be killed. Fixed by removing that fleeing bandit from the bandit team before he runs away.

 

F. Denerim:

1. (v1.0) "Honor Bound": Unimplemented XP reward for persuading Ser Landry that Wardens would never ally with Darkspawn restored. That this was intended is supported by a comment attached to that reply: "ACTION: The PC should get a good xp bonus for this because he's put doubt in a staunch opponent of the Grey Wardens. It should at least equal the XP for killing him in a duel." A line matching that description already existed in rewards.2da, so I just activated the reward that what was already there.

2. (v1.0) "Crime Wave", subquest "The Lady's Maid": Completing this quest would put a permanent quest marker on Slim Couldry that overwrote all subsequent quest markers. The quest flag on Slim Couldry will now accurately inform the player when he has a new quest available.

3. (v1.0) "Crime Wave", subquest "Steal Ser Nancine's Sword": As an exploit, you could get the sword from her in dialogue, and then use the Stealing skill to pickpocket a second copy off of her. Also, in various dialog paths, you could get Nancine to indicate she was giving you 5 silver or 2 gold, but you didn't actually receive any money in either case. Now you will.

4. (v1.0) "Crime Wave", subquest "Stealing the Teyrn's Crown": This quest has been *completely* reworked. Many of the options that were clearly intended as valid ways to bypass the guards did not actually work when you tried them (the guards would spot and attack you even if they were drunk/unconscious/etc.). They now work as they were intended to. This quest now has five entirely different fully functional methods of being solved (previously, only two of them worked: intimidate or very very high stealth). Also, similar to Ser Nancine, you can no longer get the crown via dialogue and then a second copy via stealing. Many thanks to Spellhold Studios poster Darziak for his help with reorganizing the seneshal's sound files.

5. (v1.0) "Crime Wave", subquest "Steal Master Tilver's Key": Talking to the messenger boy during this quest would (possibly very prematurely) initiate the "Trial of Crows" quest line, even before meeting Zevran or talking to Ignacio. This caused all kinds of havoc with that quest chain.

6. (v1.0) "Crime Wave", subquest "Tears of Andraste": The guards *are* coded to react to your poisoning the drinks table, but due to a scripting error it just wasn't firing properly. I made it fire and I also move them a little during that sequence so they don't fall through the walls quite so much. Now if you find it surprising that a sleeping draught can make someone bleed, hey, me too, but that's apparently as was intended, and the blood does fade away after a few seconds.

7. (v1.0) "Crime Wave": When the entire quest chain was complete, Slim Couldry was supposed to exit the area but did not do so, and would talk about an already completed quest when clicked on.

8. (v2.0) Undisarmable trap in Blood Mage "Deserted Building" in Denerim can now be interacted with and disarmed. Thanks to didymos1120 for supplying the new coordinates.


G. Circle Tower:

1. (v1.0) Bel's Cache will no longer get reactivated as an openable empty container every time you re-enter the Circle Tower second level.


H. Redcliffe:

1. (v1.0) "Arl of Redcliffe": You could break the game by talking to Ser Perth at the very beginning of the fight with Bann Teagan (assuming you entered the castle with Ser Perth, of course). Doing so would repeat the dialogue you are only meant to have with him at the gate, before you actually enter the castle, with game breaking effects. Now he responds to dialogue attempts during that brief interval with one of his combat barks instead.

2. (v1.0) "Arl of Redcliffe": If you allowed Isolde and/or Connor to die, their codex entries would say that they lived, and vice versa.

3. (v1.0) "Arl of Redcliffe": Infinite XP exploit, where after completing the quest the vault door in Redcliffe Castle would be locked every time the area loaded and could be picked again and again for 50xp, fixed.


I. Brecilian Forest:

1. (v1.0) "Lost to the Curse": Under the following conditions, you would get neither XP nor Athras' Pendant when telling Athras of his wife's fate: 1) He actually promised you the amulet when you took the quest, 2) You choose the specific reply "She died, Athras. But not before she sent her love.", and 3) neither Leilana nor Morrigan are present at the time.

2. (v1.0) "Nature of the Beast": The Mad Hermit explicitly requires only one werewolf pelt from you, but if you have a stack you give him all of them. Fixed.


J. Orzamaar / Deep Roads:

1. (v1.0) "Precious Metals": Tons of bugs in this quest fixed. A) Godwin will no longer vanish after talking to him once the Circle quest is completed, which unnecessarily forced you to leave the area and return to talk to him again. B) The reply option "Why do you need all that lyrium?" was nonsensically appearing the very first time you talked to him with Rogek's quest in your journal. It wasn't meant to appear until after you'd either sold the lyrium to Godwin or denied it to him. That could cause events to play well out of order. C) You could threaten Godwin that you would turn him in to Greagoir, but you couldn't actually do it. Now you can. (v2.0) Fixed an exploit created by me in v1.0.

2. (v1.0) "A Paragon of her Kind", subquests "Vartag Gavorn" and "Dulin Forender": If you initially talk to Dulin and/or Vartag but end the conversations before accepting either of their first quests, then talk to the Steward and ask what you can do to help break the stalemate, you would get permanent quest markers for these two quests stuck over Dulin and/or Vartag (whichever you'd spoken to) for the rest of the game.

3. (v1.0) "A Paragon of her Kind", subquest "A Lord's Favor: The Second Task": If you were publicly working for Harrowmont but planted the papers in Jarvia's chest for Bhelen, when you reported to Harrowmont that you had killed Jarvia, a journal entry for this quest would remain stuck open and you'd lose out on the rather hefty experience reward for dealing with her.

4. (v1.0) "A Paragon of Her Kind": If you sided with Bhelen before going into the deep roads (whether openly or as double agent) such that you had his version of the "A Paragon of Her Kind" quest open in your journal (Harrowmont has his own version, and you can have both if a double agent), and then you chose Harrowmont as king, the quest would remain open in your journal forever telling you to go back to the assembly to crown a king.

5. (v1.0) "The Shaper's Life": This codex miniquest will now give the player one of the 3 previously unobtainable Shaperate's Blessing weapons, dependent on the player's class.

6. (v1.0) "Thief in the House of Learning": You can sell the tome to a fence for 2.3 gold and 150 XP or return it to the Shaperate for nothing at all. Comments in the Shaperate questgiver's dialogue indicate that returning it should give a "moderate" xp reward, as compared to a "minor" xp reward for selling it. Returning the tome now gives a 250 xp reward.

7. (v1.0) "The Golem Registry": The Shaper tells you "Warden, I hope this artifact from our archives will suffice as a reward.", but if you have recruited Shale, you get nothing. The following comments exist in the script: "// If Shale is Recruited, give player a special golem crystal; otherwise he gets a generic magical item as a reward." The "otherwise" actually works, without Shale recruited you get a Master Hale rune. No golem crystal is given out if you have Shale, however. Going with Small Flawless Spirit Crystal.

8. (v1.0) "An Unlikely Scholar": Removed the quest marker over Janar's head once the quest is completed. It was previously permanent once the quest was initiated.

9. (v1.0) "Asunder": Fixed exploit where, by placing all party members near the altar, pausing, and then having each one spam-click the altar, you could spawn the beast multiple times, receiving his reward as many as ten times over. You cannot get more than one beast now.

10. (v1.0) "A Mother's Hope": If Filda learns that Ruck is alive, the dialogue, graphics, quest journal and comments all indicate that she leaves immediately for the Deep Roads to look for him, but she'd actually stay where she was, still praying but facing the street instead of the stone. She'll actually leave now.

11. (v1.0) "A Mother's Hope": If you asked Ruck to trade after completing Filda's quest, it would put a permanent quest marker on Filda, but it would remain impossible to talk with her.

12. (v1.0) The unique crossbow Nugbane can now be stolen from the Mines Commander in Orzammar. He has it in the vanilla game, and the "Stealable" flag is clearly checked, but it could not be stolen due to being equipped. As there is no other reasonable explanation for his having it in his inventory (his graphics displays his battleaxe, not the crossbow), it being equipped is almost certainly a bug.

13. (v1.0) "Of Noble Birth": This quest is only available for male noble dwarves, but *everyone* got a closed failed journal entry for it after the coronation in "A Paragon of her Kind". No longer.

14. (v1.0) "Of Noble Birth": A number of dialogue errors fixed. In particular, it should be a lot less common to get "If X becomes king, he'll take care of you" reply options after the king has been crowned, and you will no longer get Mardy giving her mid-quest dialogue in the castle after the quest is completed.

15. (v1.1) The greatsword "Ageless" will now drop with rune slots enabled, no more need to workaround by selling to a DLC merchant and repurchasing to activate them.


K. Haven/Ruined Temple/Gauntlet (Urn of Sacred Ashes):

1. (v1.0) "Urn of the Sacred Ashes": After you find the Urn, zoning from the Gauntlet to Mountaintop gives you 750xp. Go back into the gauntlet and exit again, another 750xp. Repeat ad nauseum and hit the level cap quite quickly. Exploit fixed.


L. Landsmeet/Alienage/City Gates/Epilogue

1. (v1.0) City Elves only: Cyrion will no longer appear during the post-coronation if the player allowed Caladrius to kill or enslave him. Note: Cyrion will still appear in the funeral, if that is where the game leads. He's too central a figure in it to be removed successfully.

2. (v1.0) "Rescue the Queen": You can get into a fight with Ser Cauthrien, "kill" her, and loot her sword. If you are then killed/captured by the rest of her group, you will meet her again just before the Landsmeet. That has not been changed: it's quite possibly intentional that she was revived in the same way your own party members revive after being "killed" if your party doesn't actually lose a battle. However, if you looted her sword during that first fight, she will now no longer have a second copy of that unique sword when you meet her again, she will instead have a normal red steel greatsword.

3. (v1.0) Ser Cauthrien would show up at the funeral *only* if you killed her just before the Landsmeet. Obviously an error. She will now only appear at the funeral if you did *not* kill her just before the Landsmeet or during "Rescue the Queen" (meaning, you didn't wipe out her entire group). (working properly as of v1.1)

4. (v1.0) In the conversation with Ser Cauthrien just before the Landsmeet, what was meant to be a high Persuade check was actually checking for high skill with Poison.

5. (v1.0) "Something Wicked": Clicking twice on the same clue, or asking the beggar about "Bad Men" twice in one conversation, could screw up the quest journal updates.

6. (v1.0) "Something Wicked": Telling Otto about the beggar wasn't registering as a "clue" if you told him about that one first. He'd then refer to your "both your clues" when you had to give him 3.

7. (v1.0) Dog can now be interacted with during the post-coronation sequence, but don't expect much from this. It's mainly here just to reassure the player that, yes, Dog *did* survive. It was hard to be sure previously.

8. (v1.0) "Change in Leadership" (Final Blackstone Irregulars Quest): You will no longer meet Taoran in a random encounter before talking to Raelnor in Denerim. That you could do so was definitely a bug, and could easily make this quest uncompletable.

9. (v2.0) City Elves only: When talking to Shianni in the Alienage, if your romance interest is in the party, they interject upon learning about the wedding, but if Alistair was also nearby he would incorrectly take over that conversation part way through. Kudos to ejoslin for spotting this less than obvious bug.

10. (v2.0) At the city gates, Zevran would speak to a warden he loved with his friendly dialogue, and to a warden he was friends with with his warm dialogue. Kudos again to ejoslin for spotting this less than obvious bug.

11. (v2.0) Talking to Morrigan about the Dark Ritual, you could only ask "Why didn't you tell me this before?" if Alistair had left the party, fixed to the intended - Morrigan has *not* left the party.

12. (v2.0) Many issues with Alistair/Loghain intermittently knowing and then forgetting about the Dark Ritual, even if they were never told about it, fixed. This was most obvious talking to Alistair at the city gates.

13. (v2.0) Talking to Alistair at the City Gates, if he was coming with you, he was hostile, and no one did the Dark Ritual, the conversation would abort ending the entire City Gates sequence prematurely.

14. (v2.0) When talking with Alistair after the Landsmeet, he would repeatedly reference himself as king quite often even if it was decided during the Landsmeet that he would not be king. Major dialogues where such references have been eliminated include the City Gates dialogue, discussing the Dark Ritual, talking with Goldanna, and at the Fort Drakon rooftop. Extra thanks to weebeady for pointing several instances out to me and Lady Olivia for the same as well as for working the sound files necessary to implement some of them.

15. (v2.0) During the talk with Riordan at Redcliffe Castle, Loghain will no longer speak if he has been killed. Also, some Alistair-king-when-he-isn't references removed.

16. (v2.0) During the post-coronation, Anora will no longer act as if Alistair is still engaged to her if he is no longer alive.

17. (v2.0) After ending a romance with Alistair, you would see several later dialogue references (example: in the City Gates dialogue) to a specific breakup conversation (related to Alistair marrying someone else) even if the breakup was initiated by the player and that specific conversation never took place. Also, several fixes to the logic regarding whether Alistair remains in love with the player following a breakup.

18. (v2.0) Post-Landsmeet, a previously inaccessible dialog of Alistair thanking the player for not making him king is restored.

19. (v2.0) If Alistair is not to be king, Morrigan will no longer refer to him as such in the Dark Ritual dialogue.

20. (v2.0) If Alistair is not to be king, Redcliffe Bodyguards will no longer refer to him as such.

 

M. Sidequests/Other

1. (v1.0) The following plot items will now actually be removed from inventory when they are given to someone or their associated quest completed: Scroll of Banastor ("The Scrolls of Banastor"), Corpse Gall ("Skin Deep"), Topsider's Hilt, Pommel and Blade ("An Admirable Topsider"), Grey Warden Documents (given to Riordan during or after "Rescue the Queen"), Worn Amulet ("Hearing Voices"), Feldspar Ring ("Have You Seen Me?"), Rigby's Last Will and Testament IF lockbox given to Jetta ("Last Will and Testament"), A Letter ("Friends of Red Jenny"), and Bundled Testimonies ("Defending the Collective"). In addition, accepting the Blackstone Irregulars quest "Notices of Death" now gives the PC 4 letters of condolences, not 5, as there were only 4 widows this would leave an extra letter in the PC's inventory at quest end.

2. (v2.0) The quest Jowan's Intentions is now completable, assuming you meet the requirements to get the quest in the first place. Note that it will no longer automatically appear in your journal when you deal with Arl Eamon... the quest must be acquired from the Denerim Chantry board once the conditions are met.

3. (v2.0) Inaccessible deathroot in Jowan's Forest area can now be harvested.