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Qwinn's Ultimate Dragon Age: Origins Fixpack

Author: Paul Escalona (aka Qwinn)


Original Release Date: April 15, 2010
Current Release Date: November 30, 2017
Current Version#: 3.4
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WHAT IT DOES, AND WHAT TO EXPECT:

This fixpack attempts to address ALL dialogue, quest, scripting, plot, and MOST
item bugs in the base game of Dragon Age: Origins. As of version 3.4 it fixes more
than 790 such bugs. It also attempts to restore any cut content that is consistent
with all existing content, and that doesn't appear to have been cut for any reason
other than time or budget constraints.

Note that my intent here is to fix the game, not tweak it to my liking. I only
change something if I believe the game's behavior in any given instance was more
than likely -not intended- by the developers. In other words, I try to fix bugs.
Actual bugs. As opposed to, "I forgot to talk to the guy in the Lothering Chantry
for the Blackstone Irregulars and now I can't get back to him, that's a bug, fix
it!". No. That was actually intended, as is clear if you read the completed
failed entry for that quest. Now, if I make a change to something that someone
believes was intended, please do offer up arguments/evidence in support of that in
the comments section where you downloaded this or any other forum I may come up
with to support this Fixpack. I enjoy hashing that sort of thing out.

I have no future plans to do fixpacks for Awakening, DLC, Dragon Age 2 or


Inquisition unless Bioware would like to pay me a fair wage to do so and they
unlock the encryption for me.

WHAT IT DOESN'T DO:

This fixpack makes no attempt to fix combat mechanics. It also makes no changes to
graphics, textures or morphs. Any mods that make those sorts of fixes *should* be
fully compatible. It does not attempt to fix bugs in Awakening or any of the other
DLC, with two exceptions: one related to giving Oghren gifts in Awakening
(OG3003), and a fix moving a camera in a specific stage used in dozens of dialogues
throughout the game (and probably in the DLC as well) in order to prevent large
armor shoulder pauldrons or large weapons from occluding the speaker's face,
sometimes completely and for significant stretches of dialogue (see GL3209).

RESTORATION HIGHLIGHTS (this is above and beyond many many dozens of lines restored
here and there in various dialogues):
SPOILER WARNING: This list has a lot of spoilers, don't read it if you haven't
played the game before.

Restored all broken codex entries (aside from a handful in the "Controls" section)
Restored human female cocky soundset
Restored option to show mercy to Mandar Dace if fighting him during the Dwarf Noble
Origin
Restored dozens of scripted approval changes, particularly when first meeting
various followers
Restored 3 different reactions each to breakups with Morrigan and Zevran, depending
on approval level
Restored harsh breakup with Leliana
Restored turning Morrigan in as an apostate to Greagoir
Restored dialogue when taking Morrigan to Flemeth's hut during her personal quest
Restored the proper extended ending to Flemeth's Real Grimoire quest.
Restored several conversations with Oghren in the Deep Roads
Restored Oghren asking to join the party permanently after a king is crowned
Restored long dialogue with Wynne about Connor, and fixed bugs usually preventing
another long dialogue with her between "Rescue the Queen" and the Landsmeet
Restored 18 interparty banters that previously would not play at all
Restored Alistair's intended warnings when you are about to be attacked by
stealthed darkspawn in the Korcari Wilds
Restored Alistair introducing you to Ser Donall in Lothering
Restored being able to distract Lanaya (with very high persuade/cunning) long
enough to steal her Songbook without getting caught
Restored the ability to heal Deygan in "Wounded in the Forest"
Restored ability to turn Godwin in to Greagoir
Restored several ambient dialogues between Redcliffe villagers and Shale
Restored non-functioning morale boosts/penalties to the Redcliffe militia and
knights depending on how you prepared them for Attack at Nightfall
Restored combat shouts and calls for healing by Redcliffe militia and knights
during Attack at Nightfall, which vary depending on morale and sobriety
Restored Sophie's Guard being able to catch you ransacking Sophie's room in the
Gnawed Noble Tavern
Restored 3 of the 5 intended ways to be able to Steal the Teyrns Crown
Restored Haven alternate shopkeeper if you side with the Cultists
Restored exchange between the beggar and a guard in the Hall of Heroes
Restores the broken Jowan's Intentions Chanter Board quest
Restores the intended final reward for completing all Chanter's Board quests
Restored Vartag confronting you in the Provings if you fought for Harrowmont after
agreeing to work for Bhelen
Restored the ability for a dwarf noble who didn't kill Trian to be exonerated
Restored the ability for a dwarf noble to complete "Of Noble Birth" properly
Restored ability for Shale to come rescue you during "Captured!"
Restored interjections by Leliana, Morrigan and/or Sten during the Landsmeet if you
are betrayed by Anora
Restored Alistair thanking you for not making him king
Restored dialogue between Loghain and Anora in Redcliffe Castle after the Landsmeet
Restored the last two "Story So Far" updates in the game.
Restored many location based party comments and follower interjections during
dialogues
Restored 13 previously unobtainable items in game

COMPATIBILITY:

This mod is most likely not going to be compatible with most mods that modify
dialogue, quests and some items. The following mods are not compatible, but they
are also mainly not necessary as all bugs and restorations they deal with are also
dealt with in this fixpack. This list is by no means complete, it's just what I'm
aware of:

NOT COMPATIBLE AND MOSTLY OR COMPLETELY REDUNDANT


Alistair Dialog Patch (ADP) - Bugs are all dealt with, 4 tweaks listed in the
readme were not implemented.
Zevran Dialogue Fixes (ZDF) - Only things in the readme not dealt with are some
tweaks to kisses.
Leliana Fixes - All issues dealt with, though not always the same way
Morrigan Restoration Pack (MRP) - Only things in the readme not dealt with are
Angry Kiss and Dark Ritual Kiss because they are tweaks.
Dialogue Tweaks - Bugs addressed, tweaks are not.
Tiny Fixes - Completely Redundant
A Lost Nug Quest Fix - Completely Redundant (though with different reward)
Unobtainable Item BUGFIX - I do not restore 2 two handed swords in Korcari Wilds as
I believe they were cut deliberately
Jowan and Another Different Jowan - Completely Redundant
Ancient Elven Boots Fix - Completely Redundant
Fang at Tier 7 - Completely Redundant
Golem Registry and Shapers Life Reward Fix - Completely Redundant
Shale Will Come For Me Restoration Fix - Completely Redundant
Templar Armor Fixes - Completely Redundant
The Gnawed Notebook - Completely Redundant
Her Hammer is her... uh.. never mind - Completely Redundant
Fixed political support in "A Paragon of her Kind" - Completely Redundant, though
my implementation is slightly different
Cammen's Lament Quest Fix - Fixed much much more thoroughly in this Fixpack
Human Female Cocky Voice - Completely Redundant
Chevalier Armor Set Bonus Change - Completely redundant
Zevring - Fixes are redundant, but I do not make the ring a usable item
Bye Oghren - Redundant, but with a difference - if you turn down Oghren's request
to join you, you don't get another chance to recruit him.
Jowan's Intention Fix (at Bioware site) - Completely Redundant
Give Robbed Elves Money Patch - Completely Redundant

PARTIALLY COMPATIBLE:

Improved Atmosphere - portions of this could probably be added successfully, with


some major surgery. Installing both mods in their entirety is known to cause
issues with Crime Wave and Trial of Crows quests, and probably many additional
issues not yet discovered. Much of IA is redundant, though, as the fixes listed in
the Readme are dealt with in this fixpack, but tweaks are not. The following
folders would PROBABLY be okay to add (not actually tested): 1. Global
(Animations, Materials and Tints only), 5. Awakening Expansion, 6. Downloadable
Content, 7.2 Awakening Quick Items, 7.3 Optional Campaign Mods (Alistair Climax
Speech and Release Jowan ONLY), 7.5 Weapons VFX Remover, and finally the single
file party_barks.dlg (which makes all followers give their location based barks,
instead of just one) that can be found in "4. Companions / 4.1 Dialog Changes /
Global Dialog Changes". Thanks to firepanda of the Nexus forums for helping me
put that list together.

NOT COMPATIBLE (Confirmed):

Equal Love (If you want that sort of thing, use GoesOnGhost's Complete Bi Overhaul
instead as it is mostly compatible).

Any mod that modifies companion dialogues. You will at least lose my own fixes
that changed those files if you install such mods, and there's nothing I can do
about that without the other modder's cooperation. I have changed my previous
stance and am now willing to attempt to address more significant compatibility
issues with mods that alter the follower dialogues, UNLESS they are already listed
in the "Mostly or Completely Redundant" list above. Just let me know about the
compatibility issues on the Compatibility Issues thread on the QwinnMods forums.

REGARDING PLAYER_CORE.NSS: Many combat rule type fixpacks and other mods make
changes to this file. The ONLY change I make to it is related to fix GL3002, the
fix that corrects some soundset bugs (the lines played when you click on your
followers). If you install other mods that alter player_core.nss/ncs, you will
lose GL3002, so Alistair may start calling your male warden "My Love" at 100
approval again, and your followers will be strangely hostile when you click on them
at neutral approval levels, but aside from losing that fix, the other mods should
work without issue.

CONFIRMED COMPATIBLE:

* The lists in parentheses are the mods in that category that were reported as
fully compatible during and after v3.0 and v3.1 BETA testing.

Any morph, texture or visual/graphics mods (* Bidelles Cosmetics, CC Extra Tints &
Tones, Leliana Facemorph, Leliana Sacred Ashes Armor (normal and update v1.1),
LOTC's Longer Eyelashes, More_Hairstyles, Morrigan Tweaked, NBaio, Practical Dalish
Female Armor, PT's Vibrant Colours, Tucked Hair, UDF Dyekit, Robes of Possession -
Retex of Jewelry, Personal Annoyance Remover and pretty much any other mod in this
category)

Any mods that strictly address combat mechanics (* Full Combatant Dog)

Any Awakening-only mods (* several were confirmed but not bothering to list as they
should all work)

Any mods for other DA:O DLC

Some gameplay mods (* Extra Dog Slot, Alley of Murders, Skip The Fade, ZevranASAP,
The Rescue At Ishal, Cousland Sword and Shield, Level 50, FtG UI Mod, FtG Quickbar,
AddItem with Console Improved - Script, Damage Statistic Fix, No Helmet Hack)

Most mods that only directly alter existing cutscenes should work. (* Better Sex
Cutscenes)

GoesOnGhost's "Complete Bi Overhaul" mod.

RECOMMENDED MODS:

Either "Elfy Ghost Boy" by theskymoves, or "Ghost Elves" by mintflavoredwindows,


both available on the Nexus forums. I don't handle these because this is the only
bug I'm aware of that requires a morph fix, and I don't want to make a lie of my
claim that my mod won't conflict with ANY morph mods. That the boy in the
Brecilian Ruins needs to be changed to an elf is indisputably a fix - multiple
references to him as an elf can be seen in the toolset. The evidence is less
absolute for the mother, but she also speaks elven, and my guess is that the mother
was probably also intended to be an elf. If you want to change just the boy, use
"Elfy Ghost Boy", and if you think the mother should also be an elf, use "Ghost
Elves".

RECOMMENDED SETTINGS:
It came to light in the final days of creating version 3.0 that having Vertical
Sync disabled can have some strange effects - specifically, it causes Gorim to not
reach your prison cell in the Dwarf Noble origin. I fixed that single issue, but
as I did all my development and testing with VSync enabled, I did not catch any
other instances where that issue could have an effect. I therefore recommend
having VSync enabled if possible.

It's not necessary, but I also did all my development with 3D Vision and it worked
quite well, aside from some cutscenes looking a little glassy. If you have the
hardware for it, I certainly recommend it for Dragon Age: Origins.

LANGUAGE SUPPORT:

As of version 3.4, there is no multi-language support for this Fixpack. If


installing it on a foreign language version, it will replace a small amount of text
with english text. My apologies to the international players. :(

HOW TO INSTALL:

Use daupdater.exe (found in your Dragon Age installation's bin_ship directory) to


install the accompanying .DAZIP file as an addon (viewable and toggle-able from the
Downloadable Content menu option). Please be sure to *actually extract* the .dazip
from the .zip the mod comes in before trying to drop it into daupdater.exe.

ORGANIZATION:

I have organized the readme below hoping to avoid spoilers as much as possible.
You therefore won't find much in the way of references to later game events under
the companion sections, for example (this is why the ALISTAIR section is so short -
he has *tons* of fixes but most of them are listed under the Landsmeet, Dark
Ritual, etc. sections for reasons obvious to those already spoiled.) Within each
section, I've tried to order the fixes in the order you're likely to come across
them within that area, and group fixes pertaining to a specific quest all together,
for those trying to use a walkthrough and consult this readme at the same time. I
do tend to list side quests prior to main quests.

The code system used to reference fixes, established in v3.0 BETA, has been changed
as of v3.2 from a 5 character code to 6 characters. The first two alpha characters
still denote the category they are listed under in the readme (see the following
category list). The next two digits are now the version number where the fix was
added to my fixpacks (and it is for this reason that v3.01 BETA is being retconned
to be remembered as v3.1 BETA). The last two digits are used to establish the
order in the readme. With this new system, I can insert new fixes without having
to reorder or renumber existing fixes, and therefore the code used to denote any
particular fix should not change from v3.2 on.

If you are looking for a specific fix, and it could potentially belong to multiple
categories below, you are most likely to find it by finding the *last* category in
the following list that matches what you're looking for. For example, you won't
find any PLOT ITEM REMOVAL fixes anywhere above that section. If you're looking
for a fix to something about Morrigan during the Dark Ritual conversation, you'll
find it in the Dark Ritual section, not under Morrigan. If an event is tied to a
specific location and can't happen anywhere else, you're most likely to find it in
the section for that location (so all restored party bark/comments are listed in
the respective location where they can now be heard). Note that there is no PARTY
CAMP section - things that can only happen in the party camp will generally be
under the relevant companion's section.

CATEGORIES:

GL0000: GLOBAL (10 Fixes)


CM0000: CIRCLE MAGE ORIGIN (7 Fixes)
DA0000: DALISH ELF ORIGIN (2 Fixes)
DN0000: DWARF NOBLE ORIGIN (18 Fixes)
HN0000: HUMAN NOBLE ORIGIN (2 Fix)
AL0000: ALISTAIR (9 Fixes)
DO0000: DOG (1 Fix)
LE0000: LELIANA (29 Fixes)
MO0000: MORRIGAN (37 Fixes)
OG0000: OGHREN (22 Fixes)
SC0000: SECRET COMPANION (1 Fix)
SH0000: SHALE (1 Fix)
ST0000: STEN (17 Fixes)
WY0000: WYNNE (8 Fixes)
ZE0000: ZEVRAN (18 Fixes)
IB0000: INTERPARTY BANTERS (14 Fixes)
OS0000: OSTAGAR (17 Fixes)
LO0000: LOTHERING (20 Fixes)
BF0000: BRECILIAN FOREST / NATURE OF THE BEAST (46 Fixes)
CT0000: CIRCLE TOWER / BROKEN CIRCLE (33 Fixes)
RE0000: REDCLIFFE / THE ARL OF REDCLIFFE (51 Fixes)
DE0000: DENERIM (Excluding Crime Wave and Endgame) (24 Fixes)
BI0000: BLACKSTONE IRREGULARS QUESTS (7 Fixes)
CH0000: CHANTER'S BOARD QUESTS (10 Fixes)
MC0000: MAGE COLLECTIVE QUESTS (8 Fixes)
RA0000: RANDOM AND SCRIPTED ENCOUNTERS (7 Fixes)
FI0000: FAVORS FOR INTERESTED PARTIES (6 Fixes)
CW0000: CRIME WAVE (22 Fixes)
UR0000: HAVEN / THE URN OF SACRED ASHES (29 Fixes)
OR0000: ORZAMMAR / A PARAGON OF HER KIND (104 Fixes)
RQ0000: RESCUE THE QUEEN (14 Fixes)
CA0000: CAPTURED! (10 Fixes)
UA0000: DENERIM ALIENAGE / UNREST IN THE ALIENAGE (33 Fixes)
LA0000: LANDSMEET (and Post Landsmeet up to Dark Ritual) (29 Fixes)
DR0000: DARK RITUAL (14 Fixes)
FB0000: FINAL BATTLE (14 Fixes)
CO0000: CORONATION (6 Fixes)
PC0000: POST-CORONATION (18 Fixes)
FU0000: FUNERAL (7 Fixes)
SL0000: SLIDESHOW / EPILOGUE (15 Fixes)
PI0000: PLOT ITEM REMOVAL (16 Fixes)
IF0000: ITEM FIXES (23 Fixes)
IR0000: ITEM RESTORATIONS (15 Fixes)
RD0000: REDACTED FROM PREVIOUS VERSIONS (7 Redactions)

Total number of fixes as of version 3.4: 794

GL0000: GLOBAL
GL3001: Mostly fixed a bug where, when a follower gained or lost approval that put
them into any new approval category below Friendly/Love, the character sheet would
not update with the new approval status until the next time that follower's
approval changed. Note that this fix will not work if the approval change was
caused by gifting items from the Feastday Pranks and Gifts DLC.

GL3002: The sound clips that played when selecting a party member were completely
screwed up. You'd get their HATE soundset at anything below 26 approval, their
NEUTRAL soundset from 26 to 75, and their FRIENDLY from 76 to 99.... and then at
100 you'd get their LOVE soundset, whether you were in a romance with them or not
(so Alistair at 100 approval would respond to a click from a male warden with "My
love?"). Note that Sten, Wynne, Oghren and the rest of the non-romancable
followers have no LOVE soundset, so at 100 approval they'd just stop saying
anything. You will now get the HATE soundset only below -25, the NEUTRAL soundset
from -25 to 25 (which is the actual "Neutral" range), and the FRIENDLY soundset if
you are warm or better (26+), unless you are actually in a romance with them and
they are 71+ (Adore), in which case you get their LOVE soundset. Many thanks and
much credit to squareinc on the Nexus Forums for making me aware of the issue at
100 approval and showing me what he did to fix that issue on his own, which led me
to further discover that my followers utterly despised me at 20 approval. NOTE:
other mods that overwrite player_core.nss/ncs will cause this fix to not work, but
should otherwise work without issue.

GL3003: It should no longer be possible to steal invisible plot items from your
party members, anywhere. This includes the party camp, Arl Eamon's Estate during
the Landsmeet, and anywhere else party members are accessible without currently
being in your party. Let me know if I missed anywhere.

GL3004: When any follower leaves the party for good, a bit of script was supposed
to remove the codex entry describing what kinds of gifts they like so that that did
not remain the final codex entry for that follower. That bit of script was bugged
and did not work. It does now, though the gift entry will not disappear until the
next time a save game is loaded.

GL3105: HOSTILE and NEUTRAL approval levels are valid approval states when in an
active romance, but the GUI would fail to display either of them - INTERESTED was
the lowest it would ever actually display. As with the previous global approval
fixes, I cannot fix proper updates to the approval status due to changes from
Feastday Pranks and Gifts.

GL3206: The GUI would display that you had achieved a particular approval level at
1 point lower than the scripts would actually return that you had reached that
level. For example, at 25 approval the GUI would say you changed from Neutral to
Warm, but scripts and dialogues would still think you were at Neutral, until you
got to 26 approval. As with the previous global approval fixes, I cannot fix
proper updates to the approval status due to changes from Feastday Pranks and
Gifts.

GL3207: The inexplicably missing female human "Cocky" soundset has been restored
in the character selection screen. Thanks to Maeassel and firepanda of the Nexus
forums for making me aware of this one.

GL3008: Location based party barks would sometimes randomly fail to play at all.
In almost all cases, you should now always get a single bark at each of these
locations. This fix only works if you have a full party of 4. This fix was in the
Fixpack since the v3.0 beta but was undocumented until v3.2 - my apologies. Note
that the party_barks.dlg file from the mod Improved Atmosphere that causes ALL
followers to give their barks at every location should be fully compatible,
overwriting only fix UR3015.
GL3209: A particular frequently used camera in a particular dynamic stage used in
dozens of dialogues throughout the game was placed such that if the player had
armor with big shoulder pads or a large weapon, the armor/weapon could occlude the
speaker's face, sometimes completely and for significant stretches of dialogue. I
have moved the camera slightly to significantly reduce this problem (any occlusion
should be very temporary at worst). This camera is also used in many cutscenes
that I cannot test in every circumstance. If any camera work in any dialogues or
cutscenes appears to have worsened with use of this Fixpack, please do let me know,
and I can fix the problem in future versions, but I expect few if any issues and
the cure is almost certainly far better than the disease in this case.

GL3410: A reported bug I was never able to duplicate was that sometimes, in the 3
places where you can be stripped of all your inventory and then regain it (the
Pearl, Captured! and the Urn Gauntlet), sometimes a follower wouldn't get their
gear back. I strongly suspect this problem was caused by the fact that dozens of
items that are set to fire events when acquired to add associated codex entries or
quest updates *continue* to fire these events every single time they enter your
inventory, despite the fact that in the vast majority of cases there is no reason
to ever fire those events more than once. When your entire party regains their
entire inventory, this would cause potentially dozens of completely unnecessary
item-acquired events to fire in extremely rapid succession. In this fix I stop
over 35 items from firing item-acquired events after they've run once and fulfilled
their purpose. This should significantly reduce the chances of hitting the hard
limit on script calls and events that can be reached when using multiple mods that
use Event Manager, which again is what I strongly suspect caused the reported
inventory-not-restored problems.

CM0000: CIRCLE MAGE ORIGIN

CM1001: "Mage Origin": 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.

CM3401: Senior Mage Quarters: Fixed a couple of bugs in Niall's dialogue. 1)


The camera will no longer inexplicably focus on a silent Torrin while Niall is
talking. 2) You will no longer be forever cut off from asking Niall about
apostates if you fail to ask about them the very first time the option appears.
Thanks to Illusia for reminding me of the first one and making me aware of the
second one.

CM3102: "Mage Origin": Eadric will no longer shift off his chair and sit on empty
air after talking with him. Credit to sialivi of the Nexus forums for making me
aware of this one.

CM3003: "Mage Origin": You will no longer get stuck with a "Signed Rod of Fire
Request Form" in your plot items. This would only happen if you didn't save and
load the game between getting the form signed and turning it in to Owain.

CM3004: "Mage Origin": Enchanter Sweeney will no longer respond as if he signed


your form if someone else did so.

CM3005: "Mage Origin": Lily will no longer appear in the background in the final
cutscene after she's been led away by the Templars.

CM3006: "Mage Origin": When Gregoire and Irving confront the player, Jowan and
Lily as they leave the basement, if the player was working undercover for Irving,
Irving tells Gregoire that the player was following his orders. If the player is
female, Jowan realizes you betrayed him and curses you, but then would forget that
you betrayed him in all future conversations. If the player is male, that entire
bit of dialogue is simply skipped. The male path is now fixed, and Jowan will
remember that you betrayed him. Credit for making me aware of this one goes to
SpaceAlex and the readme of Improved Atmosphere.

DA0000: DALISH ELF ORIGIN

DA3001: "Dalish Elf Origin": The statues in the Dalish camp do not give the
customary 50 xp reward for their codex entries.

DA3002: "Dalish Elf Origin": In the opening cutscene, Tamlen refers to female
elves as "Lethallin" and male elves as "Lethallan". This is the reverse of every
other elvish dialogue in Dragon Age Origins, including a different section of
Tamlen's own dialogue. Corrected. Credit to TotalBalance on the Nexus forums for
making me aware of this one.

DN0000: DWARF NOBLE ORIGIN

DN3001: "Dwarf Noble Origin": A bit of code that was meant to equip your shield
(if you asked for one) and weapons at the end of the introduction to this origin,
and again when sent to the Deep Roads near the end of the origin, were also
equipping all DLC. They will no longer do so. Thanks to Maeassel of the Nexus
forums for making me aware of the first instance, and Adenyeshua for the second.

DN3002: "Dwarf Noble Origin": Gorim's sword will now be tier 1 iron, as it is in
console versions of the game, instead of tier 5 red steel. This fixes the PC-only
bug where Gorim's sword could not be unequipped and re-equipped due to a high
strength requirement.

DN3003: "Dwarf Noble Origin": The five possible ambient lines from guards in most
of the areas of the Origin were supposed to be random per scripting comments - and
they are repeatedly triggered simply by walking near a guard - but all but one
would only appear once per game, easily exhausted at the first guard you meet, and
then the dozens of remaining guards in the Origin would forever say nothing but "I
am at your service" as you passed by them. The first four lines will now be able
to be heard more than once, making the guards much less robotically repetitive.

DN3004: Royal Palace: Five examinable objects in the Royal Palace did not give
the customary 50 xp reward for their codex entries.

DN3005: Diamond Quarter: If you were harsh with Gorim earlier in the Origin, when
the magic merchant would faint in dialogue, the conversation would end with his
being unconscious while still standing upright.

DN3006: Diamond Quarter: Exchanged the placement of a couple of triggers for


ambient overheard dialogue in this area so that they correspond to the actual
placement of the speakers. The way they were tended to cause both ambient
dialogues to overlap, making it difficult to hear both.

DN3007: Diamond Quarter: Two scripted ambient dialogues in this area can no
longer be interrupted by the player until they are complete. Doing so would
prevent the participants (who did not have additional dialogue appropriate for the
area) from leaving as they were supposed to.

DN3008: Diamond Quarter: Disabled an ambient line belonging to one of the male
nobles in this area that is unvoiced and appears more than likely to have been
added mistakenly.

DN3009: Proving: When choosing to watch the Provings instead of participating,


everyone would be moved to the lower balcony for a better view. If you talked to
your escort even briefly before talking to the Proving Trainer, even if you chose
to remain in the Proving, you and the escort would still be teleported back up to
the upper balcony, preventing you from talking to the Proving Master or Trainer and
giving you no further options but to leave.

DN3010: Proving: When choosing to watch the Provings instead of participating,


after talking to the Proving Trainer, the Proving Master alone would be teleported
back up to the upper balcony. He could still be interacted with from below, and
you would get more interesting dialogue (including congratulating the winner of the
Proving), at the end of which the player would also be moved to the upper
balcony... but the escort would remain on the lower balcony and could no longer be
interacted with, causing you to be stuck in the Provings and forcing a reload.
Now, after talking to the Proving Trainer, the player and the escort will also be
brought back up to the upper balcony.

DN3011: Proving: When choosing to watch the Provings instead of participating,


when moving from balcony to balcony, Gorim would not always move with you.

DN3012: "The Nobles' Feast": Restored the option to fight Mandar Dace without
killing him. Before you land your final blow, you will now get the option to kill
him or spare him. Credit to SpaceAlex and the readme of the Improved Atmosphere
mod for making me aware of the previously inaccessible dialogue that will now
follow if you spare him.

DN3013: "The Nobles' Feast": Winning the Proving will now properly close the
subquest in your journal.

DN3014: "The Nobles' Feast": When speaking with Trian after the feast, fixed a
bug that prevented a few extra lines of dialogue from playing if the player has the
Noble Dagger given to him by the weapon merchant equipped and visible.

DN3015: "A Noble Expedition": When confronting Trian in the Deep Roads (if you
plotted to kill him), the player would disappear for several lines of dialogue, at
one point leaving their weapons hanging in mid air. Thanks to TotalBalance of the
Nexus forums for making me aware of this one.

DN3016: "A Noble Expedition": Ruined Thaig: In the dialogue and cutscenes where
you are found next to Trian, the two guards are actually Trian's guards, which you
may well have just killed. If so, the guards would usually be bloody, sometimes
be headless, and frequently fade away right in the middle of the dialogue.

DN3017: "The Exile": If the game is running with Vertical Sync disabled in the
video options, Gorim will frequently not get close enough to the player's cell for
the player to initiate conversation with him, preventing further progress (if
Vertical Sync is enabled, he always moves flawlessly into position). Now, if Gorim
is not close to where he's supposed to be at the end of his ambient dialogue, he
will attempt to move there a second time, and in all my testing that always gets
him easily close enough for the player to initiate dialogue. Still, if possible,
I'd recommend playing with Vertical Sync enabled to avoid other problems like this
(I developed this fixpack and did all my testing with Vsync enabled, as I was
unaware of this issue). Many thanks to Totalbalance of the Nexus forums for doing
extensive testing, and huge credit to Maeassel of the Nexus forums for figuring out
that disabling Vertical Sync was the culprit.

DN3018: "The Exile": When speaking with Duncan in the Deep Roads, fixed a couple
of player responses that were supposed to be available only if you did not plot to
kill Trian, but instead only showed if you did.

HN0000: HUMAN NOBLE ORIGIN

HN3301: Daytime: Fixed an invisible door in the room just before the hall to
Fergus's bedroom. Thanks to Greinke34 of the Nexus forums for alerting me to this
one.

HN1002: Nighttime: 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.

AL0000: ALISTAIR

AL3001: Alistair: Restored all scripted approval changes (about a dozen of them,
potentially) that were not functional in your first conversation with Alistair in
Ostagar.

AL2002: Alistair: In Ostagar, you can now interact with Alistair after receiving
the darkspawn blood quest, which opens up a previously inaccessible conversation
about the Joining. (Improved in v3.0)

AL3003: Alistair: In camp, one of the first things you can ask Alistair is: "So
you said this Arl Eamon raised you?" The problem is, Alistair never says this
until you go to Redcliffe. When he jokes about it, you can say "That's not what I
remember you telling Flemeth.", but those lines were cut from Flemeth's dialogue
and no longer exist to be restored. The question has been changed to "So you said
you were raised by the Chantry?" (and it is conditioned on his having told you
that's where he came from now), and a few other minor tweaks were made to make the
dialogue and codex entries consistent with that change. Credit to Totalbalance of
the Nexus forum for making me aware of an additional codex issue.

AL2004: Alistair: 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 were reversed.

AL2005: Alistair: In camp, 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.

AL3206: Alistair: If you gave Alistair his mother's amulet before he mentioned it
in his normal dialogue, when he does finally mention it, he'd forget you'd already
given it to him. He will now remember and acknowledge it (restoring a previously
inaccessible line of dialogue) but only if he believes the amulet you gave him is
the same amulet he remembers from his childhood. Thanks to Totalbalance of the
Nexus forums for making me aware of this one.

AL3207: Alistair: When you gave Duncan's Shield to Alistair, you could only tell
him you remember him saying he wished he could have something to remember Duncan by
if he *hadn't* said that to you before. Your available response will now properly
reflect whether or not Alistair actually said that to you in previous dialogue.
Thanks to Totalbalance of the Nexus forums for making me aware of this one.

AL3008: Alistair Romance: At Arl Eamon's estate, a romanced Alistair would only
offer his non-romance dialogue.

AL3009: Alistair Romance: Fixed the broken kiss cutscenes when Alistair
propositions the player after falling in love. Thanks to Lady Olivia and her
Alistair Dialog Patch readme for making me aware of the bug, and Maeassel of the
Nexus forums for taking the trouble to do a test run and confirm the nature of the
bug for me.

DO0000: DOG

DO1001: Dog: When Dog was commanded to fetch, you would frequently get a
notification that an item was obtained, but no item actually appeared in your
inventory.

LE0000: LELIANA

LE3001: Leliana: With only a couple of deliberate exceptions, you will no longer
lose any conversation options with Leliana due to improving her approval of you or
initiating a romance.

LE3002: Leliana: Fixed reversed check of the Warden's race when discussing the
Chantry's teachings after the Brecilian Forest.

LE3003: Leliana: Leliana will no longer discuss the player's elven heritage if
the player is a mage, as the only available dialogue is for Dalish or City elves,
and elven mages would always get the City Elf dialogue.

LE3004: Leliana: A second discussion about spies in Orlais that was only
available after completing Leliana's personal quest is now available much earlier
(i.e. no longer requires "Friendly" or "Love"), but it does now require not
currently being in a romance with Leliana, and it offers a second opportunity for
male wardens to initiate (not restart) a romance with her.

LE3005: Leliana: Per the developer scripting comments (and common sense), some
approval changes in her dialogue were set incorrectly.

LE3006: Leliana: When asking Leliana to tell stories, your request and her
response were always the same, as if you'd never asked her to tell stories before.
Restored the intended request and her response that should have played after she's
established as the party storyteller.

LE3007: Leliana: Telling Leliana to leave forever did not add the proper codex
entry.

LE3008: Leliana: If a female warden responds to Leliana's romantic advances


uncomfortably and suggests that she is not interested in women, Leliana will now
take the hint.

LE3009: Leliana: At Arl Eamon's estate, and anytime after asking Leliana what she
knew about your current location, a non-romanced Leliana would respond with her
Warm dialogue even if she was really at Friendly.

LE3010: Leliana: Restored an unimplemented approval boost that was called for in
scripting comments during Leliana's confrontation with Marjolaine.

LE2011: Leliana: 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. This includes her (very different) reaction if the PC gets married, the
first dialogue with you when she's fallen in love, and her response to your asking
what she plans on doing when all this is over.

LE2012: Leliana: When discussing Zevran with Leliana, saying "He's been claimed,
my apologies" will no longer loop to an earlier state in the conversation.

LE2013: Leliana: Several fixes to Leliana's post-Marjolaine conversation. Most


importantly, there was a path through the dialogue that would automatically and
invariably start or even restart a romance with Leliana, no matter how badly you
treated her the last time you had a relationship with her. This was not intended.
The final post Marjolaine conversation will no longer initiate a romance with
Leliana at all - what were meant to be conditions checking for LOVE were instead
trying to create it. I have added an approval boost at the beginning of this
conversation, as there is no other set boost for doing her personal quest, and it
should help those who start the conversation at high ADORE be able to see the
dialogues that were previously unconditional that now require that Leliana be
IN_LOVE. (Greatly improved in v3.0)

LE3014: Leliana: In your final conversation with Leliana about Marjolaine, a


conversation path that was supposed to be exclusive to female wardens was instead
given to everyone.

LE3115: Leliana: Leliana's codex entry would state that she was a spy before this
information was actually revealed. Thanks to Totalbalance of the Nexus forums for
making me aware of this one.

LE3016: Leliana: Leliana had no distinct hostile dialogue unless she was in a
romance with the player. Her friend-track neutral and hostile dialogue were mostly
identical. Copied the romance hostile track to the friend track. This actually
restores a previously inaccessible track following a harsh breakup with Leliana -
see next fix LE3017 for more information.

LE3017: Leliana Romance: Restored interesting and previously inaccessible


exchange between you and Leliana after (in certain dialogue paths following "About
us...") you break up with her very harshly, with fairly serious consequences.
SPOILER AHEAD, SKIP TO THE NEXT BUG IF YOU DON'T WANT DETAILS: This restored
exchange was already designed to set Leliana's approval to 0 the next time you
talked to her about the breakup (even if you sincerely apologize), but in order to
prevent what could be some glaring inconsistensies (she could still be friendly
after the harsh breakup and that could trigger very friendly dialogues between the
breakup and the new restored angry exchange, in particular a high likelihood of a
non-sarcastic heartfelt congratulations on your other romances, talk about
*awkward*), I've moved that set to 0 ahead so it happens immediately upon the harsh
breakup, which frankly makes much more logical sense anyway.

LE3018: Leliana Romance: When breaking up with Leliana via "About us...", you had
the option to say "I think I prefer Morrigan" and "Morrigan was better in bed"
(yeah, these would be some of those harsh breakups referred to earlier), but there
were no equivalent responses about Zevran. Fixed.
LE3019: Leliana Romance: Fixed a bug in the post Marjolaine conversation where
Leliana would not acknowledge a romance with a male warden if he asked "Have you
felt this way about another person?", and females would get the response intended
for male wardens if they asked that question.

LE3020: Leliana Romance: If your romantic relationship with Leliana ends, it can
no longer be restarted (as was intended).

LE3021: Leliana Romance: Minor typo correction: When denying you've slept with
Zevran, your response is "That a lie!". Corrected to "That's".

LE3022: Leliana Romance: When Leliana forces you to break up with Alistair, it
did not trigger the breakup with him in his dialogue.

LE3023: Leliana Romance: Once Leliana decides she's in love, she's meant to tell
you how she feels the next time you talk to her in camp. Due to a bug, though, if
you spoke to her at all anywhere outside of the camp before that conversation
happened, the conversation would very likely never happen.

LE3024: Leliana Romance: When Leliana bares her soul and confesses her love,
telling her that you want to just stay friends, and even telling her you were
interested in someone else, and with her responding "Yes, I... I understand.
Completely. It's you and not me. I... should go." had no effect whatsoever beyond a
1 point approval decrease. It will now end the romance, as it does when you say
milder things in the "About us..." conversation.

LE3025: Leliana Romance: Unlike all of the other romance triangle dialogues,
Leliana's is supposed to come in two stages, the first at CARE and the second at
ADORE (there's also a non-romance FRIENDLY reaction to the other romances - see
next fix LE3026). The two romance ones are supposed to be sequential - the second
makes references to the first. However, if you did not trigger the dialogue while
at CARE and skipped to ADORE, then talked to her, it would skip the CARE one and
you'd get the ADORE that makes references to things you never got the chance to say
in the CARE one. You will now always get the two romance dialogues in the correct
order regardless of how quickly you increase your approval.

LE3026: Leliana Romance: If you are romancing Leliana, have completed her
personal quest and are at high ADORE or IN_LOVE with her, you could get her non-
romance FRIENDLY dialogue where she congratulates you for sleeping with someone
else.

LE3027: Leliana Romance: In the CARE romantic triangle dialogue mentioned above
(see LE3025 for more information), where she confronts you for the first time about
sleeping with Morrigan or Zevran, and you do not persuade (lie) to her that nothing
happened, some dialogue paths will end the relationship but other paths just make
her angry (without breaking it off) and you were supposed to get an option to later
say "Are you still upset with me?" and, depending on how you handled the previous
conversation, she would break up with you or actually apologize and tolerate the
other relationship (until the eventual ultimatum at ADORE, anyway). However, a
script bug prevented the "Are you still upset with me?" dialogue from becoming
available unless she was angry at you about BOTH Morrigan AND Zevran
simultaneously, which is extremely unlikely to happen.

LE3028: Leliana Romance: This change/fix deserves a bit of justification.


Another way to get the ADORE triangle conversation without the CARE conversation is
if you never sleep with Morrigan or Zevran. The CARE convo for those 2 is
contingent on having slept with them (for Alistair, it's his being at ADORE, just
like every other triangle conversation in the game). Clearly, this can cause the
CARE conversation to be skipped if you get to ADORE without sleeping with them.
Another flaw with that condition is that if you sleep with them and then dump them
before talking to Leliana, Leliana's triangle convo would still be triggered and
there's no recognition that you're not even romancing them anymore. Now, looking
at the CARE dialogue, it seems to me to be significantly less problematic to have
it at just ADORE, without having to sleep with them, than the problems caused by
the original conditions. Yes, Leliana brings up that she believes you slept with
them, but you can deny it... the only difference here is that in the original, when
you deny it you're definitely lying, whereas if it's switched to the ADORE
condition, you could be telling the truth OR lying by denying it. And I don't
think less of Leliana for suspecting that you might have slept with them if you
didn't - Morrigan or Zevran DO adore you even with the new conditions, after all,
and neither of them are exactly subtle about their intentions at that level of the
romance. There's even lines that support the idea that you might actually be
innocent, like if you fail your persuade check that you didn't sleep with Morrigan,
and Leliana *doesn't* believe your denial, she still only says "I am not some
innocent twelve-year-old you can fool with half-baked lies. I know the strut of a
woman who intends to seduce a man." So, as a final piece of the fix to making sure
those conversations happen in the correct order, I'm going to switch the condition
of those two CARE triangle conversations to being ADORE with the other person
instead of having to have slept with them, just like every other triangle
conversation. I actually think it makes the conversation more interesting in the
case you didn't sleep with them but Leliana is jealous anyway. It seems to work
quite well either way - well enough in fact that while it's not *certain*, it seems
more likely than not it was the actual intent, and it's definitely less buggy this
way.

LE3029: Leliana Crisis (requires -100 approval): If Leliana told you she was
leaving due to low approval, she didn't actually leave.

MO0000: MORRIGAN

MO3001: Morrigan: Restored a great number of non-functional scripted approval


boosts and penalties in Morrigan's dialogues in the Korcari Wilds and inside and
outside of Flemeth's Hut both before and after the Battle of Ostagar. Note that
you will not be notified of any approval changes until Morrigan is properly
recruited, at which point you will be notified of the total accumulated approval
gains or losses earned up to that point. (v3.3) Fixed some issues with the
implementation - it is now safe to delay going with Morrigan to see Flemeth. Also,
Morrigan will no longer appear in the Ostagar quartermaster's "Compare To" list.

MO3002: Morrigan: In talking with Flemeth about the treaties in the Korcari
Wilds, a response you could inexplicably give only if you were a human male is now
available to everyone.

MO3003: Morrigan: After being rescued by Flemeth during the Ostagar attack, any
dwarf could claim to Morrigan that they have royal blood. Changed to dwarf noble
only.

MO2004: Morrigan: 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.

MO3005: Morrigan: You will no longer get the option to ask "Can you teach others
to become shapechangers?" after Morrigan has already agreed to do so.

MO2006: Morrigan: City Elf Wardens Only: When asked by Morrigan about your
mother, your standard reply is now consistent with the information provided during
the city elf origin story.

MO3007: Morrigan: Morrigan will now remember if you already gave her a golden
mirror when she tells you about the one she saw during her first excursion out of
the Wilds.

MO3008: Morrigan: The golden mirror will no longer unconditionally reactivate a


romance with Morrigan that had previously been cut off. This was widely used as an
exploit to maintain multiple romances (sorry - it creates bugs galore all over the
place, and I'm sure it screws up imported saves into further sequels too), but also
more legitimately to get both desired romance epilogues in Origins and Awakening
for those who were romancing just Morrigan. The latter use is no longer necessary
because you no longer have to break up with Morrigan to get the Ring epilogue in
Origins (see DR3013 for more information). Note that the mirror can still reverse
a number of ways in which a romance with Morrigan can be cut off, such as merely
insulting her - just not ALL of them (for example, if Morrigan was dumped for
someone else, or you broke up after the ritual, it won't restart the romance
anymore.)

MO3009: Morrigan: Several dialogue paths kicking Morrigan out of the party would
clear, rather than set, the relevant flag (though she would still leave).

MO3010: Morrigan: If Morrigan left your party because of low approval (Crisis,
requires -100 approval) or because you refused her personal quest, the codex was
not being updated properly.

MO3111: Morrigan: Per scripting comments, mage Wardens can no longer ask Morrigan
"What exactly is an apostate?". Credit to Totalbalance of the Nexus forums for
making me aware of this one.

MO3012: "Flemeth's Real Grimoire": If you give Morrigan the black grimoire from
the Circle tower, then tell her to leave you forever, on a subsequent visit to the
party camp a Disembodied Morrigan would tell you what she discovered in it.

MO3013: "Flemeth's Real Grimoire": If you already have the first (Black) Grimoire
when Morrigan first discusses it with you, the option of telling her so and giving
it to her through that dialogue has been fixed/restored.

MO3014: "Flemeth's Real Grimoire": Fixed a bug that could let you get Morrigan's
first discussion about the Black Grimoire twice.

MO3015: "Flemeth's Real Grimoire": Fixed a bug where, if you told Morrigan to
wait to tell you about the Black Grimoire and her approval was at Neutral, the
conversation could abort prematurely.

MO3016: "Flemeth's Real Grimoire": Restored Morrigan dialogue if she is taken to


Flemeth's hut with her personal quest active.

MO3017: "Flemeth's Real Grimoire": If you agree to leave Flemeth alive, she will
be gone the next time you return to her hut's exterior as was intended.

MO3018: "Flemeth's Real Grimoire": If you agreed to leave Flemeth alive but
talked to her again and changed your mind, killing her, you'd wind up with the
flags for both her being alive and being dead set which caused several buggy
effects down the line. (v3.1) Due to an oversight, this fix was not actually
applied to v3.0. It is working as of v3.1.

MO3019: "Flemeth's Real Grimoire": Morrigan has a non-romance Friendly dialogue


that takes place after the quest is completed. Removed the unnecessary restriction
that it take place in camp, as the dialogue is coded properly for taking place
outside of camp, with a line of additional dialogue in that case as well. Credit
to TerraEx and the readme of his Morrigan Restoration Patch for making me aware of
this one.

MO3020: "Flemeth's Real Grimoire": If you left Flemeth alive and gave Morrigan
the real Grimoire, leading her to believe Flemeth was dead and completing the
quest, in subsequent conversation you could still ask Morrigan if she really wanted
you to kill her mother as if Morrigan believed Flemeth was still alive.

MO3021: "Flemeth's Real Grimoire": Restored the proper ending of this quest,
including a significant amount of dialogue with Morrigan ("You have returned from
the Wilds") that was meant to play once the player had acquired Flemeth's Grimoire
by any means and returned to camp. This dialogue will trigger automatically at
that time. Note that if you give Morrigan the Grimoire as a gift before returning
to camp (by adding her to your party somewhere else), you will no longer get this
scene.

MO3022: "Flemeth's Real Grimoire": When giving Flemeth's real Grimoire to


Morrigan, the condition on an option that was meant to activate a romance if one
had not already been started was reversed such that you could only get that option
if your romance with Morrigan was previously cut off.

MO3023: Morrigan: If you do her personal quest and she then asks if there could
ever be anything more with her, some conversation paths check to make sure you're
not dating Leliana and Zevran, but other very similar paths only check Leliana.
All paths now check both.

MO3024: Morrigan Romance: If Morrigan gave you her ring in the same conversation
that she gave you an ultimatum about Zevran or Leliana, the next time you talked to
her she'd give you a second ring.

MO3025: Morrigan Romance: Fixed a bugged condition in Morrigan's dialogue that


blocked a conversation path about love being a delusion which could activate, or
cut off, a romance with Morrigan.

MO3026: Morrigan Romance: Fixed camera not focusing on a non-romanced Leliana


when she comments after you kiss Morrigan in public. Credit to squareinc on the
Nexus Forums for pointing this one out to me.

MO3027: Morrigan Romance: When discussing "our nights together", the option "I
like that idea. Let's do that" (only available in camp) was supposed to trigger a
pre-lovemaking kiss but failed to do so.

MO3028: Morrigan Romance: There were several incorrect flag checks and settings
in Morrigan's dialogue when she refuses to sleep with you because she's in love.
Hostile responses that were clearly meant to end the romance actually (re)activated
it instead, and a response meant to be available to you if you hadn't slept with
her previously was inaccessible.

MO3029: Morrigan Romance: If you were in a romance with Morrigan and told her "We
must end this", you were supposed to get different dialogues depending on whether
Morrigan was Interested, Care, Adore or In Love. Instead, you only got her
"Interested" dialogue. The Care, Adore and In Love responses to the breakup are
now restored.

MO3030: Morrigan Romance: Various breakups with Morrigan that were supposed to
close off restarting a romance with her would fail to do so.
MO3031: Morrigan Romance: Fixed bugged condition in Morrigan's dialogue when
checking whether the player was in another romance.

MO3032: Morrigan Romance: At Arl Eamon's estate, a romanced Morrigan would only
offer her non-romance dialogue.

MO3033: Morrigan Romance: If Morrigan forced you to break up with Leliana, a


scripting bug prevented anything from actually coming of it, and both romances
would be unaffected.

MO3034: Morrigan Romance: When Morrigan confronts you about Zevran, the flag for
Leliana confronting you about him was being set instead.

MO3035: Morrigan Romance: If Morrigan confronted you about *both* Leliana and
Zevran, the flag that you had the conversation about Zevran with her was not being
set.

MO3036: Morrigan Romance: If Morrigan forced you to choose, and you dumped
Morrigan for someone else, scripting comments in the dialogue file make it clear
that any romance restart was supposed to be permanently cut off, but the necessary
flags for this were not being set, which could easily lead to her speaking later as
if you had never had a romance with her among other various buggy effects.

MO3137: Morrigan Romance: You could not break up with Morrigan in dialogue if
your approval range was between -24 and 25. Thanks to Totalbalance of the Nexus
forums for making me aware of this one.

OG0000: OGHREN

OG3001: Oghren: Restored a handful of non-functional scripted approval boosts and


penalties in Oghren's dialogues in Tapsters and when first requesting the player's
help in finding Branka.

OG3002: Oghren: It is virtually impossible to raise Oghren's approval to Friendly


levels (+76) unless you use Feastday gifts, infinite approval exploits (which I
remove) or massive metagaming (and I'm not even sure the latter is sufficient to do
it). The options for increasing his approval are extremely limited. For example,
between recruiting Oghren and finding Branka, it is only possible to lose approval,
not to gain it, even when eliciting lines from Oghren like "I've been waiting for
someone to say that for two sodding years" and "My thoughts exactly.". Now, during
the quest to find Branka, you will have opportunities to raise Oghren's approval
considerably.

OG3003: Oghren: Since Oghren's approval in Origins does not transfer to


Awakening, the gifts given to Oghren in Origins will no longer cause diminishing
returns in the approval granted by gifts given in Awakening.

OG3004: Oghren: In too many conversations with Oghren to count, but particularly
during his personal quest, the viewpoint and camera would jump around and Oghren's
helm would magically disappear and reappear in mid conversation. This should
happen much less frequently, but if I've missed somewhere, please let me know.

OG3005: "Oghren's Old Flame": Oghren will now only initiate his personal quest in
camp. This is because the conversation references "here on the surface" and "Girl
I knew in Orzammar. Before I left, obviously.". Without this change, you can get
it before Oghren ever leaves Orzammar.
OG1006: "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.)

OG3007: "Oghren's Old Flame": When giving his quest, Oghren would say "I tried to
look her up the last time we were at Lake Calenhad" even if he hadn't been
recruited yet when you went there.

OG3407: "Oghren's Old Flame": In the quest-starting dialogue, a couple of


dialogue paths allowed the player to reference Oghren mistaking "Lake Calenhad" for
"Lake Cleanbad" even if Oghren had been there and didn't make the mistake. Thanks
to Illusia for making me aware of this one.

OG3008: "Oghren's Old Flame": If you didn't previously talk to Felsi when you
bring Oghren to the inn, and then agree to talk to Felsi before Oghren does to get
information for him, and then you leave the inn before talking to Oghren again, any
response you picked would teleport the party somewhere horrible, very probably
forcing a reload. If in Lake Calehad, you're teleported to the middle of the lake.
If in the party camp, under the world. Oghren will no longer ask you "Well, what
did she say?" anywhere except in the inn.

OG3009: "Oghren's Old Flame": When talking to Felsi by yourself, you could ask
her "What's a dwarf doing working in a bar in Lothering?" Changed to "by Lake
Calenhad".

OG3010: "Oghren's Old Flame": When telling Oghren what Felsi said, you could be
blocked from telling him everything simply by choosing the various responses in a
particular order.

OG3011: "Oghren's Old Flame": Knowing to say to Felsi "Admit it, Oghren is much
more fun than the men around here" is now conditional on Felsi having told the
player that the men around here are no fun.

OG3012: "Oghren's Old Flame": Completing Oghren's personal quest successfully


yields the following journal entry: "After learning about what happened with
Branka back in Orzammar, Felsi seems willing to forgive Oghren." Except there is
no discussion of "what happened with Branka back in Orzammar" whatsoever in the
dialogue with Felsi, in fact, it's revealed that that's not why she was upset in
the first place. Removed the nonsensical reference to Branka from the closing
journal entry.

OG3013: "Oghren's Old Flame": In the context of the issue listed in OG3002, there
were also no approval boost at all for actually completing Oghren's personal quest
successfully, or any negative approval for making him look like a cowardly idiot in
front of Felsi either. Oghren's approval can now rise or fall considerably
depending on the options you pick during his conversation with Felsi.

OG3014: Oghren: Oghren could initiate an almost completely identical conversation


with you about Branka up to four times in a row in camp based on having completed
main plot quests, and repeated potential approval boosts from them but only IF you
were already at Friendly when they each occurred. Once you have had this friendly
conversation with him, you won't get it again. (Improved in v3.1)

OG3015: Oghren: Conversely, if you asked Oghren about Branka before you got him
to Friendly, you'd never get that option again, so if you ever wanted to hear what
he really thinks about her fate, you have to metagamingly know to avoid asking
until he's Friendly. You will now get a chance to ask him at Friendly so asking
him prior to that doesn't block that content permanently.
OG3016: Oghren: Reordered some of Oghren's Friendly conversations... you should
be a lot less likely to hear "I guess we're pretty good friends now, right?" after
you hear "You're like family to me. Closest thing I've had in years."

OG3017: Oghren: When sharing a drink with Oghren in the party camp, Leliana's
legs will no longer block the scene.

OG3018: Oghren Crisis (requires -100 approval): If you initiated the dialogue by
lowering his approval sufficiently while in camp, then clicked on Oghren, the
dialogue was properly staged, but if it was initiated automatically by returning to
camp, the dialogue was unstaged (extreme close up of helmet). Staging has been
added to the latter circumstance in order to match the former.

OG3019: Oghren Crisis (requires -100 approval): Oghren will no longer blink out
of existence if told to leave during his first crisis conversation. Thanks to
TotalBalance of the Nexus forums for making me aware of this one.

OG3020: Oghren Crisis (requires -100 approval): Reworked the approval that Oghren
ends up at if he is persuaded or intimidated to stay, in order to match up with the
intent in the scripting comments. This also fixes a bug where, if you intimidate
him to stay, he'd still be in crisis coming out of the conversation. Thanks to
TotalBalance of the Nexus forums for making me aware of the latter issue.

OG3021: Oghren Crisis (requires -100 approval): Oghren will no longer blink out
of existence when the player chooses to <Kill him>. Instead, as scripting comments
indicate should have been the case, combat will be re-initiated (one blow will
finish him off, if you already fought him down to surrender) and all his equipment
will be recoverable from his body. Thanks for TotalBalance of the Nexus Forums for
making me aware of this one.

SC0000: SECRET COMPANION

SC3001: It is now possible to reach Friendly approval with the Secret Companion.
This restores a small amount of potential dialogue that couldn't previously be seen
because he didn't have a personal quest to make him eligible for Friendly status.
Talking to him in camp after sparing his life will now constitute his personal
quest. You will still need to get his approval sufficiently high (76+) to see this
dialogue.

SH0000: SHALE

SH3001: Shale: Shale will no longer appear to be a broken golem from the Deep
Roads if you load a save game in the post-Coronation area.

ST0000: STEN

ST3401: Sten Caged: Made a significant fix to the dialogue that occurs if you talk
to Sten after opening his cage but prior to convincing him to join you. The fix
restores a previously unattainable line of dialogue should you tell Sten �Yes,
you�re free to go�, and advances the dialogue the next time you speak to him as it
was intended to.

ST3402: Sten Caged: Fixed a couple of dialogue paths in your initial conversation
with Sten that could make the cage never activate, barring the player from ever
opening it via lockpicking. Thanks to Alehazar for making me aware of this one.

ST1002: Infinite approval exploit in Sten's second camp dialogue fixed. You can no
longer repeatedly ask "Why do the Qunari care about the Blight?" which led to a +4
approval option.

ST3003: If you were warm with Sten when you asked him why he came to Ferelden, the
game would not remember that you had this conversation with him, which affected
your choices on how to deal with him in the Fade and elsewhere.

ST3004: Unlike any of the other companions, the bulk of Sten's possible dialogue
(four dialogue subjects with 3 separate dialogue chains each, for a total of 12
conversation topics) mostly depends on taking him to certain locations around the
game world, where he will (hopefully, see below) utter a single line that you can
ask him about later. As if taking him around the world weren't enough effort to
have to spend, it is also required that Sten be in the party the *first* time that
you go to those locations. If you take him back after the first time you've
visited, it won't work. Now here's where it gets absurd: even if you do all that,
the chance he'll say the line that opens up dialogue is completely random - if it
randomly picks a different companion to say a line at that location, you will never
be able to get that dialogue from Sten (actually, two of the four subjects can also
be unlocked by specific interparty banters with a couple of other companions, but
that's a pretty strict requirement as well IMO). There is a fair bit of code that
seems intended to make sure that he always gave his lines when visiting those
spots, but it was only half implemented and non-functional, and they instead worked
those lines into the party one-line barks code, which is where the randomness came
into play. Trying to finish that code so that he always says his line when
visiting those spots even after the first visit would be very invasive (I'd have to
add or modify triggers to all of the area files, for example), but I have at least
fixed it so that, if Sten is in the party the first time you visit these locations,
his bark that opens up his dialogue will have priority over other party members'
lines. If you play with Sten as a constant companion, he should be a lot more
interesting now.

ST3005: Related to the previous fix ST3004, there are two places in the game where
you were supposed to be able to open up Sten's dialogue on religion. Near the
chantry board in Lothering was one of them, but that was completely nonfunctional
(this is the only place that half implemented code I talked about was actually
attempted to be used). Remember, if you want to trigger his religion dialogue
there, you have to have Sten with you the *first* time you approach the chantry
board in Lothering... and since you can't get into the Chantry without passing
close enough to the Chantry board, the only way you'll do this is to pick the lock
on the cage rather than get the key from the Revered Mother. If that's too much
trouble, be aware you can also open up the religion dialogue the first time
stepping out of the Redcliffe chantry if Sten is with you.

ST3006: You will no longer annoyingly get the option to ask "I wanted to discuss
something you mentioned" (which leads you to his 4 location-triggered dialogues) if
none of the substantive options have been triggered or remain and the only option
it will present you with is "That's enough for now.". There's a fair bit of code
there attempting to accomplish this, but it didn't work.

ST3007: In Sten's dialogue about mages, the game wouldn't remember Sten telling
you what the Qunari do to their mages (despite an existing variable being checked
for it), preventing you from bringing it up in a later response.

ST3008: "The Sword of the Beresaad": If you were warm with Sten when you first
asked him what he was doing in the cage, you could go through his personal quest
starting dialogue three times.

ST3009: "The Sword of the Beresaad": When Sten tells you the story about his
crime when he is giving you his personal quest, you should have the option to ask
more intelligent questions if you found out what he did (specifically, about the
farm where his crime took place) while you were in Lothering... except the variable
that was checked for your having that knowledge wasn't the same variable that was
being set when you acquired it, so you couldn't. You can now find out the
necessary information to open up those responses from Sten, the Revered Mother, Ser
Bryant or one unique farmer near the entrance to Lothering, but in ALL cases only
before Sten is released from the cage.

ST3010: "The Sword of the Beresaad": The Scavenger at Lake Calenhad would appear
there until you talked to Faryn and learned about Dwyn, despite having nothing
useful to say in the interim. He will now disappear when you leave the area after
learning about Faryn from him.

ST1011: "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.

ST3012: "The Sword of the Beresaad": When talking with Faryn, if you bribed him,
you only had copper deducted instead of gold. Also, when you try to haggle him,
your dialogue choice is "Three sovereigns." but all of the underlying code and
script comments indicate it was supposed to be two. Corrected the dialogue.

ST3013: "The Sword of the Beresaad": When talking with Dwyn, if you buy the sword
and haggle him down to 2 gold, nothing would actually be deducted from you. Also,
all the checks (other than the full price 6 gold check) to make sure you had enough
gold were incorrectly checking that you had that amount of copper, then (other than
the 2) deducting gold.

ST3014: "The Sword of the Beresaad": If you never spoke to Dwyn until after the
Redcliffe siege ("Attack at Nightfall") and then discussed Sten's sword, there were
two places in the ensuing dialogue where a Disembodied Sten would glitch the
conversation if Sten wasn't in your party.

ST3115: "The Sword of the Beresaad": Fixed a disembodied Leliana interjecting if


she is not in the party when picking certain dialogue options when completing this
quest.

ST3016: Sten Crisis (requires -100 approval): Reworked the approval that Sten
ends up at if he is persuaded to stay, in order to match up with the intent in the
scripting comments. This also fixes a bug where, if you persuade him with "I'm
being cautious", he'd still be in crisis coming out of the conversation.

WY0000: WYNNE

WY3001: "Wynne's Regret": Wynne and Aneirin will no longer discuss Irving as if
he were still alive if he died during the Broken Circle quest.

WY3002: "Wynne's Regret": If your group talked to Aneirin before Sarel, the quest
plot flag would remain on Sarel permanently.

WY3003: Wynne: As detailed in fix CT3005 for the side quest "Watchguard of the
Reaching", if Wynne's previous team were all killed during that quest, it would set
the WYNNE_KILLED flag to true even if she survived. This could result in many far
reaching bugs, including Wynne becoming permanently inaccessible if you didn't
accept her offer to join at the end of Broken Circle before leaving the first level
of the tower.

WY3004: Wynne: Restored a very long and previously inaccessible dialogue with
Wynne about Connor. The conditions for this dialogue are: Wynne has actually been
present in the party when Connor has been spoken to, the party is anywhere in
Redcliffe, and the demon situation has not yet been resolved.

WY3205: Wynne: When Wynne first discusses your romance ("You're quite taken with
each other, aren't you?"), if you have multiple romances at the Adore level or
better, you can have multiple responses along the lines of "You know about (Romance
Interest) and me?". If you pick one, she'd initially discuss that interest, but
could wind up talking about another interest later in the conversation. When you
pick the romance interest for her to talk about now, she should stay focused on
that romance interest for the entire conversation. Thanks to Totalbalance of the
Nexus forums for making me aware of this one.

WY3006: Wynne: When Wynne discusses your relationship with Zevran with you, she
will no longer claim you're keeping everyone up at night having sex if you never
actually slept with him. Thanks to TotalBalance of the Nexus Forums for alerting
me to this one.

WY3107: Wynne: Restored a conversation that was supposed to take place after the
completion of "Rescue The Queen" and before the Landsmeet, but that would only
occur if you completed the "Captured!" quest in a very specific and violent way
(were not rescued, did not use disguises). Also added a couple of approval boosts
in this conversation that were called for in the scripting comments but not
implemented. Thanks to poster Silverlucario of the Nexus forums (who referred to
the mod Additional Adjustments by FJVP for this information) for making me aware of
this one.

WY3108: "Wynne's Regret": You will now get an approval boost when Wynne discusses
the successful completion of her quest in camp. This was not added arbitrarily,
but is based on an unimplemented scripting comment calling for it in her dialogue.

ZE0000: ZEVRAN

ZE3001: Zevran: Restored a handful of non-functional scripted approval boosts and


penalties in Zevran's dialogue when he joins the party.

ZE3002: Zevran: Pressing the Tab key after the battle where Zevran is recruited
will no longer reveal an invisible, non-interactive duplicate Zevran somewhere on
the battlefield.

ZE3003: Zevran: The encounter with Taliesen in Denerim should now occur even if
Zevran was never or is no longer with the party, although his motives for being
there may have changed depending on circumstances. This restores a couple of
previously inaccessible lines of dialogue when speaking to Taliesen under these
circumstances.

ZE3004: Zevran: The entire conversation where Zevran thanks you for freeing him
from the Crows ("I did not thank you") will no longer play for those in an active
romance. The dialogue for an IN_LOVE Zevran is the one where he gives you his
earring. The thank you speech will now only play for those who are Friendly and
not in an active romance, as was clearly intended.
ZE3005: Zevran: When Zevran asks what will happen when all this is over, the
reply "I'm already quite fond of you" could incorrectly (re)initiate a romance with
Zevran after one had been cut off permanently. That option will no longer appear
in that circumstance.

ZE3006: Zevran: When discussing Antiva, only one of several (equally innocuous)
responses at a certain point checked whether a romance with Zevran had already been
cut off. Zevran will no longer try to reinitiate a romance in this conversation if
it had already been previously refused or ended.

ZE3207: Zevran: If you gave Zevran the Dalish Gloves before he mentioned them in
his normal dialogue, when he does finally mention them, he'd forget you'd already
given them to him. He will now remember and acknowledge it (restoring a previously
inaccessible line of dialogue). Thanks to Totalbalance of the Nexus forums for
making me aware of this one.

ZE3008: Zevran Romance: If you initially rejected Zevran's earring, then accepted
it later, you wouldn't actually receive the earring in your inventory. Thanks to
Charsen from the Bioware forums who took the time to advise me about how to fix
this bug 6 years ago.

ZE3009: Zevran Romance: Dialogue scripting comments indicate that accepting


Zevran's earring after refusing it the first time was supposed to lead to a kiss.

ZE3210: Zevran Romance: During the "You seem different now" conversation, if you
didn't accept Zevran's earring the first time he offered it, Zevran would
inexplicably fail to offer it a second time in one and only one dialogue path where
you don't outright reject him ("I do. And I feel the same way."). Thanks to
firepanda of the Nexus forums and ejoslin's Zevran Romance FAQ for making me aware
of it and that Charsen's Zevring mod had fixed this one.

ZE3011: Zevran Romance: At Arl Eamon's estate, a romanced Zevran would only offer
his non-romance dialogue.

ZE3012: Zevran Romance: After completing Zevran's personal quest, if the player
kisses Zevran, the flag making him eligible for Friendly/Love status was not being
set properly.

ZE3013: Zevran Romance: In a number of dialogue paths, most importantly all those
when you are forced to dump Zevran for someone else, the flag that was supposed to
prevent a romance from restarting wasn't being set properly.

ZE3014: Zevran Romance: If you were in a romance with Zevran and told him "We
need to end this", you were supposed to get different dialogues depending on
whether Zevran was at Interested, Care, Adore or In Love. Instead, you only got
his "In Love" dialogue. The Care, Adore and Interested responses to the breakup
are now restored.

ZE3015: Zevran Romance: Zevran will no longer refer to female Wardens as a man
during his romance triangle dialogue about Leliana. Credit to the ejoslin and the
ZDF readme for making me aware of this one.

ZE3216: Zevran Romance: Fixed infinite approval exploit that can be achieved by
repeatedly teasing and then refusing to join Zevran in his tent. Thanks to
firepanda of the Nexus forums for reminding me of this one.

ZE3017: Zevran Crisis (requires -100 approval): If Zevran is killed by the player
during his crisis dialogue, his codex entry was not updated.
ZE3018: Zevran Crisis (requires -100 approval): If Zevran is killed by the player
during his crisis dialogue, all equipment he was equipped with by the player should
now be recoverable from his body (previously, it was somewhat random what equipment
you could recover).

IB0000: INTERPARTY BANTERS

IB3001: Interparty Banters: Restored 7 completely broken Alistair-Zevran banters


and four Oghren-Shale banters.

IB3002: Interparty Banters: Restored 3 previously inaccessible banters between


Morrigan and Wynne.

IB3003: Interparty Banters: Restored a previously inaccessible banter between


Morrigan and Alistair if he breaks up with the player after the Landsmeet.

IB3004: Interparty Banters: Restored a previously inaccessible and very amusing


banter between Zevran and a hardened Leliana.

IB3005: Interparty Banters: Restored two previously inaccessible romance triangle


banters between Leliana and Morrigan if one forces you to break up with the other
and the one you stayed with is in love.

IB3006: Interparty Banters: Alistair will no longer ask Leliana what a woman
could see in Zevran if the Warden romancing Zevran is a man.

IB3007: Interparty Banters: A banter between Morrigan and Sten will no longer
trigger repeatedly.

IB3008: Interparty Banters: Leliana will no longer congratulate Morrigan about


Morrigan being in love with the PC if Leliana is also romancing the PC.

IB2009: 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).

IB2010: Interparty Banters: Zevran will no longer tease Leliana about not having
sex if she recently has.

IB2011: Interparty Banters: Shale will no longer ask Oghren "Would the drunken
dwarf have saved its former wife if it could?" if his wife survived.

IB2012: 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.

IB2013: Interparty Banters: Leliana will no longer talk about overhearing


Morrigan and the PC having sex if that has never happened.

IB2014: 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.

OS0000: OSTAGAR / KORCARI WILDS

OS3401: "The Mabari Hound": Dwarf Nobles Only: The script check that disables
the Quest-Available marker and associated trigger on the Kennel Master for Human
Nobles (since they already have Dog) actually checks for the background "Noble",
thus deactivating them for dwarf nobles as well. The quest marker and trigger will
now be active for Dwarf Nobles. Thanks to Alehazar for making me aware of this
one.

OS3001: "The Mabari Hound": If you didn't get the quest before getting the
flower, and you choose the reply "Daveth mentioned a reward", you were supposed to
still get reward options but due to a bug they didn't appear. Now they will.
Credit to Nexus Forums poster aeroldoth for making me aware of this one.

OS3002: "The Mabari Hound": The rewards for this quest were strangely
implemented. The more money you demanded, the more xp you received, and if you
asked for no reward, you got no xp (or anything else) at all. This is the reverse
of how rewards are implemented in the rest of the game. The rewards have been
fixed so that the amount of xp you receive is inversely proportional to how much
silver you request and receive. Credit to Nexus Forums poster aeroldoth for making
me aware of this one.

OS3003: "The Mabari Hound": Human nobles that only talked to the Kennel Master
after getting the flower (completing the quest) and then returned to Ostagar at
night would see a "Quest Available" marker on the Kennel Master but could no longer
interact with him. The erroneous marker will no longer appear.

OS3004: "The Mabari Hound": Under certain conditions, leaving Ostagar without
completing the quest would fail to set the proper Quest Failed closing entry,
leaving the quest stuck open in your journal.

OS1005: "The Hungry Deserter": 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. (v3.0) A new closing entry has been added for the
condition that you leave Ostagar with the key, with a hint that it may be of later
use in a particular DLC...

OS3006: "The Hungry Deserter": The only way you got the xp reward for this quest
is if you A) gave him food without getting the key, or B) killed the prisoner.
Getting xp for killing him was itself a bug, because killing him doesn't
technically end the quest until you use the key (or, with my previous fix, leaving
Ostagar with the key). You will now get the quest completion xp when you A) give
him food without getting the key, B) open the chest with the key, or C) leave
Ostagar with the key.

OS3007: "The Hungry Deserter": You can no longer steal the prisoner guard's food
and water after buying them from him.

OS2008: "Last Will and Testament": Unimplemented rewards for both courses of
action in this quest are restored (more money if you open the lockbox, 150 xp if
you deliver it).

OS3408: Fixed bug that delayed mages getting Wynne�s main and first quote codex
entries until they met her again during Broken Circle. Thanks to Alehazar for
making me aware of this one.

OS3009: Ostagar: There are a number of dialogue options that are impossible to
see because it requires passing a HIGH check against Cunning (30 Cunning required),
which only a specialized rogue much later in the game would ever be likely to pass.
Changed them to a MED check (requires 15 Cunning) that is possible to pass that
early in the game. Dialogues affected: The Elven Messenger, the Tranquil Mage and
two conversation options with Flemeth.
OS1010: Ostagar: Dwarves can now hear the tale of Luthias Dwarfson, with
previously inaccessible dialogue specific to them. (v3.0) Also, all races could
ask him about Luthias' tale before he mentioned Luthias. This has been corrected.
Also, you weren't supposed to be able to have the Ash Warrior tell you the tale an
infinite number of times, which was quite odd given how often he tells you he's in
a hurry.

OS3011: Korcari Wilds: After you speak to the Dying Soldier in the Korcari Wilds,
and Jory gets all skeered, Alistair comfortingly reassures all of you: "Know this:
All Grey Wardens can sense darkspawn. Whatever their cunning, I guarantee they
won't take us by surprise. That's why I'm here." Alistair then spectacularly
fails to warn you, even once, about the 5 potentially very surprising ambushes by
stealthed genlock rogues in the area. You had ONE JOB, Alistair! All of the code,
triggers and dialogue meant for him to give you his warnings was in game, the only
thing missing was those triggers actually being placed in the Korcari Wilds area.
Alistair should now give you a warning whenever a genlock rogue ambush is imminent.

OS2012: Korcari Wilds: An undisarmable trap can now be interacted with and
disarmed (only by rogues with sufficient skill to detect it, of course). Thanks to
didymos1120 of the Bioware forums for supplying the new coordinates.

OS3013: Nighttime Ostagar: You can no longer steal Hardy's Belt from the
quartermaster at night if you already stole it from him during the day.

OS3014: Nighttime Ostagar: If you stepped onto the bridge leading to the Tower of
Ishal prior to the meeting with the King, you would prematurely activate the
autosave and loud battle music that was not intended until the actual battle
started - and then the autosave and music would not be there when they were needed.
There is no easy way to make either of those things conditional (and I still know
of no way to make the music conditional). Therefore, by some bizarre accident, one
of the ballistas that was being moved onto the bridge for the battle got stuck
between the two statues leading onto the bridge! Damned union contractors. Access
to the bridge will no longer be possible until the battle has started.

OS3215: Tower of Ishal: The Tower Guard who joins you came equipped with a heavy
Soldier's Helm with a strength requirement of 20, too high for him to actually
equip. He now has a medium helm appropriate to his capabilities. Credit to Tyndel
of the Nexus forums for making me aware of this one.

LO0000: LOTHERING

LO1001: "Bandits on the Road": If you intimidate the bandits as a mage, and then
"practice your spells (attack)", one of the bandits would run away in terror. If
you then killed the rest off, the quest would sometimes become uncompletable
because that last bandit couldn't be killed. Fixed by removing that fleeing bandit
from the bandit team before he runs away.

LO3002: "Bandits on the Road": If you intimidated the bandits into letting you
go, then talked to them again and intimidated them into leaving town, the quest
closed with an erroneous entry indicating you fought them and they surrendered
before they left. If you bribed them into letting you go, then talked to them
again and intimidated them into leaving town, you received no experience reward,
journal entry or quest closure at all. All fixed.

LO3003: "Bandits on the Road": A bug caused you to be able to tell the robbed
family you killed the bandits even if you just ran them out of town.

LO3004: "Bandits on the Road": Fixed bug that would cause the Helpful Refugee
outside of the tavern to always ask you if you're the one who cleared out the
bandits, even if the bandits were still there.

LO3005: Lothering: Ever notice that if you repeatedly click on the refugees, the
female refugees have like 10-12 different things to say, while the male refugees
only have 3 or 4? This was due to a bug. This fix restores around 6-8 previously
inaccessible comments made by the male refugees in Lothering.

LO3006: Lothering: The option to give the robbed elven family 50 silvers was
badly bugged. You wouldn't even see the option unless you had 10 gold (unlikely
this early in the game), and even if you had it, no money would actually be
deducted from you.

LO3007: Lothering: The Unscrupulous Merchant promises you a discount if you help
him, but you get no better prices from him than if you sided against him. I found
reference to what the discount was supposed to be in the game files. It's actually
pretty substantial - his markup over the base prices will now be reduced to zero
(from 60%) if he gives you his discount.

LO1008: "Traps are a Girl's Best Friend": This quest will no longer reset to the
beginning after completion.

LO3009: "The Qunari Prisoner": Restored a bugged interjection by Leliana in the


party's first conversation with Sten.

LO3010: "The Qunari Prisoner": Restored Leliana's interjection when threatening


the Revered Mother.

LO1011: "The Qunari Prisoner": Removed exploit to get maximum Morrigan approval
in Lothering by repeatedly failing to intimidate the grand cleric. Note that a
consequence of this fix is that once you fail to intimidate her, depending on your
dialog path, you will have either zero or one additional chance to attempt to
intimidate her, and if you fail the extra chance you will no longer be able to have
any useful conversation with her and you will have to pick the lock on Sten's cage.

LO3012: "The Qunari Prisoner": You can no longer admit to Sten that you stole the
key from the Revered Mother, since it isn't actually possible to steal it from her
anymore - according to the DA wiki, it was made unstealable in an official patch,
so that dialogue line should be removed as well.

LO3013: Lothering Chantry: Fixed bug that prevented Ser Bryant from recognizing
and greeting Leliana.

LO3014: Lothering Chantry: Ser Bryant would never remember meeting you until you
talked to him without Leliana or Sten in the party (assuming he notices Leliana -
see previous fix).

LO3015: Lothering Chantry: Fixed a bug that prevented Alistair from introducing
you to Ser Donall if he was with you the first time you meet. This restores some
previously inaccessible discussion of Teyrn Loghain.

LO3216: Lothering Chantry: Two examinable books in the Lothering Chantry did not
give the customary 50 xp reward for their codex entries. Thanks to dgm22 of the
Nexus forums for making me aware of these.

LO3017: Dane's Refuge: In the encounter with Loghain's men, if you had anyone in
your party with you, you could only ask "Why do you think we're traitors?" if you
already knew the answer. If you were alone, it worked correctly.

LO3018: Dane's Refuge: Two minor characters with one-line responses would
randomly fail to respond when you clicked on them.

LO3219: Lothering: A helpful location based party bark where your party members
advise you that you should do everything you can in Lothering before leaving
because the Darkspawn are coming was interrupted 99% of the time by Sten's first
line from his cage (the triggers were only a couple of steps apart, you have to
inch past the Chasind very, very slowly in the vanilla game to hear it.). I have
moved this trigger closer to the actual exit of the area where it should no longer
be interrupted.

LO3120: Lothering: Once Bodahn has left Lothering, his wagon will no longer
appear there. Thanks to sialivi of the Nexus forums for making me aware of this
one.

BF0000: BRECILIAN FOREST / NATURE OF THE BEAST

BF3001: Dalish Camp: Once you agree to help find Witherfang, the option to ask
Zathrian for equipment would come up in virtually every dialogue choice, even after
he'd already agreed and sent you to Varathorn for it. Once he has sent you to
Varathorn, the option won't appear anymore.

BF3002: Dalish Camp: Once Zathrian *does* send you to Varathorn for equipment, he
says he'll tell Varathorn to put some goods together for you. Thing is, the chest
and the equipment is always there, even if you don't agree to the quest. The chest
will now not be clickable (as in, empty) until Zathrian tells Varathorn to put the
equipment there.

BF3003: Dalish Camp: If you get caught trying to steal from Lanaya's chest after
she warns you not to, other than Lanaya no longer speaking to you until the end of
the plot (which is itself harmless), there are no consequences at all. Even
though Lanaya promises to spread the news that you're a thief, no one else ever
seems to find out, and it does not trigger the Melora event or any of the other
consequences that come with a failed steal attempt via the normal stealing method
in the Dalish Camp. It doesn't even drop the clan's attitude toward you, when much
lesser transgressions do so. This is inconsistent and implausible and almost
certainly an oversight. Getting caught by Lanaya opening the chest after she's
warned you will now trigger the same consequences as a failed steal attempt via the
normal stealing method. HOWEVER....

BF3004: Dalish Camp: Lanaya's Chest Restoration: By restoring a good amount of


previously inaccessible content in Lanaya's dialogue, Lanaya can now be convinced,
with sufficient Cunning/Persuade, to move away from the chest briefly, affording
you a short window in which to pilfer the songbook without her catching you. The
songbook *does* have a use during your exploration of the Brecilian Forest. Note
that this restoration did require moving Zathrian from his usual spot. He will now
keep vigil over the wounded elves (as he actually frequently says he intends to
when ending conversation with him, so moving him to where he can "tend to his
people" is a fix in and of itself IMO.)

BF3005: Dalish Camp: Doing quests around the Brecilian Forest before talking to
Sarel or Lanaya will no longer interfere with your properly seeing their very long
introductory dialogues. In particular, saving the halla or helping Athras would
prevent you from ever seeing Sarel's lengthy introductory dialogue (which was
supposed to potentially give you four codex entries, though that was broken and
fixed as well). Note that failing a steal attempt or otherwise deeply angering the
clan can still cause them to never be willing to speak to you.

BF3006: Dalish Camp: Restored 4 long codex entries in the History section given
by Sarel that were broken due to his script not being properly associated to his
plot file.

BF3007: Dalish Camp: Dalish Elf wardens only: Fixed a bug in Sarel's
introductory dialogue where, if Sten was in your party and Morrigan, Oghren or
Wynne were not, the conversation would end abruptly and prematurely. Also due to
the same bug, depending on the party configuration, various companion introductions
would not take place.

BF3008: Dalish Camp: Lanaya will now become more, rather than less, forthcoming
as the clan's opinion of you improves.

BF3009: Dalish Camp: Following certain conversation paths with Lanaya would
increase her personal opinion of you... and then you could ask her your first
question again, "Tell me more about yourself", which would reset her personal
opinion of you back down to the beginning.

BF3010: Dalish Camp: Mithra has various stringhead comments about your activities
around the camp, but due to some bad settings and depending on the order you do
your quests, you'd likely never see more than one or two of them.

BF3011: Dalish Camp: All of the placeable objects (statues, scrolls, etc.) that
trigger a codex entry in the Dalish Camp failed to give the customary 50 xp reward.
This also fixes one statue in the Dalish Camp that would remain clickable even
after obtaining its codex entry.

BF3112: Dalish Camp: The two hunters that join in conversation with Sarel will no
longer shift off their bench and sit on empty air after speaking with Sarel.
Thanks to sialivi of the Nexus forums for making me aware of this one.

BF3113: Dalish Camp: Athras would not recognize an elven mage as an elf. Thanks
to Totalbalance of the Nexus forums for making me aware of this one.

BF3014: "Lost to the Curse": Until you agree to help look for Danyla, both you
and Athras would become amnesiacs regarding talking about his problem (and it's
much much worse if you find Danyla before talking to him, because then you *can't*
agree to help). Every time you persuade him to tell you his problems, if you don't
agree to help (and assuming you don't end things by giving him the scarf, if you
have it), the next time you talk to him, both you and he would forget that he
already told you about Danyla, and if you already have the scarf, your only options
are to give it to him or to ask him (even though you already know) why he has the
sadz and hear his story again (and again... and again). You will both now remember
his problem (and that you know it) once he's told you regardless of who you talked
to first, and if you had the scarf already and don't end things by giving it to him
at that point, the next time you talk to him you will have the same options that
you would have had had you heard about Danyla from Athras before finding her. This
also fixes an infinite Morrigan approval exploit.

BF3015: "Lost to the Curse": Due to a bug, an interjection by Sten in Athras'


dialogue would not play if Shale was also in the party.

BF1016: "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.

BF3017: "Lost to the Curse": A couple of paths in Athras' dialogue end with him
disappearing (generally when the player gives him reason to lose all hope) with no
update to the quest, leaving it permanently uncompletable. A new closing quest
state was added to close the quest properly when this happens.

BF3018: "Lost to the Curse": If you completed the quest without giving Athras the
scarf, and then traded the scarf to the hermit, the quest would appear to be
reopened (you'd get a "NEW QUEST: Lost to the Curse" popup), though thankfully that
didn't affect your closed journal entry or actually reopen the quest. You won't
get the false popup anymore.

BF3019: "Rare Ironbark": Due to a scripting error, when you accepted Varathorn's
quest, at the end of the conversation he would always open his store even if you
didn't ask to barter.

BF3020: "Rare Ironbark": When asking Valathorn for two items, if the player is
not Dalish and your clan attitude is high, you'd get the choice of two seemingly
identical responses "You wouldn't have any wood at all if not for me, remember?",
but one required more persuasion than the other to pass.

BF3021: "Cammen's Lament": If you annoy Cammen the first time you talk to him
before he tells you his story ("So be one and stop wishing for it"), on the second
conversation he'll be angry but you can get him to open up, share his problems with
you and thank you profusely for offering to help, but then on every following
conversation he'll be even angrier with you and won't talk to you at all. This fix
makes it so that if you can persuade him to tell you his problems in the second
conversation, he'll get over his initial irritation.

BF3022: "Cammen's Lament": Only one of the four dialogue paths in Cammen's
dialogue where you agree to talk to Gheyna set the proper flag, updated the quest
journal and put a plot marker on her, and because of this if you took any of the 3
bad paths and didn't talk to her before completing Nature of the Beast, the quest
would stay stuck open in your journal forever.

BF3023: "Cammen's Lament": Cammen explicitly requires only one wolf pelt from
you, but if you have a stack, you give him all of them. He will only get one
now. .

BF3024: "Cammen's Lament": If you seduced Gheyna, what was (per the scripting
comments, and obviously given her character) supposed to be a high approval
decrease from Wynne instead applied a high approval increase.

BF3025: "Cammen's Lament": If you agree to bring Cammen a pelt, and do not agree
to talk to Gheyna for him, and you do not give him a pelt before completing "Nature
of the Beast", the quest would be stuck in your open quest log forever. This fix
actually also restores a minor unused starting quest state with previously unseen
text in the quest journal, at the point where you've been told that Cammen needs a
pelt but you haven't agreed to get it for him yet. It also fixes a bug that caused
several dialogue paths to leave a quest-available exclamation point on Cammen even
after you accepted his quest.

BF3126: "Cammen's Lament": In certain situations, Gheyna's position could change


and she could potentially wind up with her legs clipping through her bench. This
should no longer occur.

BF3027: "Wounded in the Forest": You would get different loot depending on
whether you looted Deygan's equipment via dialogue or off his corpse. His corpse
would drop elf-flight arrows, and the dialogue mentions he has these arrows when
you examine his equipment, but you wouldn't actually get them if you looted him via
dialogue. Now you will. As for his weapon, you'd get a unique named axe
("Deygan's Dal'Thanu") from dialogue but only a generic dagger from his corpse.
You'll now get only his named axe from looting him either way. Note that I cannot
replicate in-game reports in the Dragon Age Wiki that you can exploit a bug to get
his items once from his dialogue and a second set from his corpse, nor can I spot a
hole in the code that would permit this. If anyone can replicate this and can give
me the precise steps to do so, please do.

BF3028: "Wounded in the Forest": Restored the ability of your party to heal
Deygan. If you can cast Heal yourself, or Morrigan or Wynne can do so and are in
the party, you were supposed to have the option of healing Deygan, but the wrong
script was being checked to determine if you had the spell. After fixing that
script and a couple of other minor bugs, you can now heal Deygan yourself, which
restores quite a bit of previously unseen dialogue.

BF3029: "Nature of the Beast": Leliana's reaction to meeting the Grand Oak would
only play under certain party configurations.

BF3030: "Nature of the Beast": It will no longer be possible to destroy all


werewolf pelts acquired prior to passing through the barrier, which prevents
further game progress if the Grand Oak has been killed. The first werewolf pelt
acquired will now become a plot item, and will be used by the Hermit to get you
through the barrier should the need arise. If the player still has this plot item
version of the werewolf pelt when passing through the barrier, it will be turned
back into a non-plot, sellable werewolf pelt at that time. This also resolves the
issue (previously fixed in v1.0 in a different manner) that the Hermit would take
every werewolf pelt you had instead of just the one.

BF3031: "Nature of the Beast": You can no longer get the quest from the Hermit to
kill the Grand Oak after you've already traded the Oak for a way into the heart of
the forest, since the Oak is unkillable at that point, and this would leave a
permanent plot marker on the Grand Oak. Several paths that would allow you to get
the quest multiple times have also been closed.

BF3032: "Nature of the Beast": A couple of items you can trade to the Hermit in
some dialogue paths weren't available to trade in others (in particular the
Songbook and Deygan's boots).

BF3033: "Nature of the Beast": It was possible to exploit a number of bugs to get
multiple acorns, helmets and books from the hermit. The helmet was particularly
easy - just equip it then trade for another. You can now only obtain one of each
of the items.

BF3034: "Nature of the Beast": If you agreed to kill the Grand Oak for the
hermit, when you came back from killing it he'd react as if you didn't agree, and
vice versa. Also, the hermit could acknowledge your killing the oak multiple times,
and give you the dialogue starting the quests to kill the oak or get a werewolf
pelt more than once. You'll only be given and complete the quests once each now.

BF3035: "Nature of the Beast": An important potential question for the hermit,
"What can you tell me about the forest?", which you would only see if you hadn't
found the barrier yet, was only visible in one easily missed dialogue path (when
you ask the hermit if he has a question and he says "It is your turn to ask, is it
not?"). You can always ask this question when it's your turn to ask one now
(assuming you meet the other conditions).
BF3036: "Nature of the Beast": Returning the acorn should no longer leave a
permanent plot marker on the Grand Oak.

BF3237: "Nature of the Beast": Multiple fixes to the Grand Oak dialogue: 1) You
should no longer be able to ask the Grand Oak "What's this about your acorn?"
before he mentions his acorn. 2) Fixed several instances where both you and the
Grand Oak could make references to the reward he can offer before he actually
offered it. 3) The Grand Oak now WILL offer his reward if you tell him you'll
kill him for the hermit unless he gives you a reason not to, and he hasn't offered
it yet. 4) The question "Where would I find this thief?" has been restored to
several dialogue paths. Thanks to Totalbalance of the Nexus forums for spotting one
branch where the first bug can happen, the investigation of which led me to find
all the other bugs.

BF3038: "Nature of the Beast": Restored party comments that were meant to play
when you discovered the door blocked by the werewolves in the top level of the
ruins. The comment will play when you click on the locked door.

BF3239: "The Elven Ritual": Triggering the trap will no longer close the quest in
a failed state, so performing it correctly afterwards will update the quest
properly. Thanks to dgm22 of the Nexus forums for making me aware of this one.

BF3040: "The Arcane Warrior": Fixed broken scripted approval changes for
Alistair, Leliana and Morrigan depending on how you deal with the Phylactery that
gives Arcane Warrior Specialization.

BF3041: "The Arcane Warrior": If you betrayed the phylactery, the phylactery
remained clickable because you were supposed to get a post-betrayal description of
it, but that description didn't work and nothing would happen when you clicked on
it. You will now get the intended description.

BF3042: "Nature of the Beast": When talking to him at the werewolf lair, Zathrian
will no longer say that you claimed the werewolves regained their minds if you
never actually claimed it.

BF3043: "Nature of the Beast": Per scripting comments, if Zathrian removed the
curse, and you choose to attack the cured humans, they were supposed to run for an
exit, not fight back. This makes events consistent with Panowen's dialogue later
in the forest.

BF3044: "Nature of the Beast": If you killed Witherfang and then Zathrian, then
went back upstairs to the Gatekeeper room, the Gatekeeper would attack you but his
three guards would be non-hostile and just stand there.

BF3045: "Nature of the Beast": Once the quest is completed, Sarel will no longer
refer to Keeper Lanaya if Keeper Zathrian survived.

BF3046: "Nature of the Beast": Once the quest is completed, if Zathrian


sacrificed himself to remove the curse, instead of Lanaya saying "The essence of
the wolf's heart has banished all traces of cursed blood from the hunters" (because
it didn't), Lanaya will credit Zathrian for curing the hunters instead.

CT0000: CIRCLE TOWER / BROKEN CIRCLE

CT3001: "Broken Circle": You can no longer render the Broken Circle quest (and
therefore the game) unfinishable by being undecided as to whether or not to help
Greagoir in your first conversation with him at the base of the tower. (This
reimplements what I believe was a stealth fix from the official Bioware patches.)

CT3102: Apprentice Quarters: A chessboard (and a chesspiece on its side) float in


the air between two chairs in the Apprentice Quarters with no visible support. A
table has been placed underneath the chessboard. Thanks to sialivi of the Nexus
forums for making me aware of this one.

CT3003: "Broken Circle": When you first meet Wynne, if you decide to destroy the
circle and tell Leliana that you don't recall asking for her opinion, Disembodied
Alistair would say you're getting it anyway if he wasn't in the party at the time.

CT3403: "Summoning Sciences": During this quest, clicking on the statue "Magus
Gorvish" was the only click that didn't appear to have an accompanying sound
effect. It did, it was just effectively buried in a wall and thus inaudible. The
intended sound effect is now audible. Thanks to Alehazar for making me aware of
this one.

CT1004: "Maleficarum Regrets" - unmarked codex quest: Bel's Cache will no longer
get reactivated as an openable empty container every time you re-enter the Circle
Tower second level.

CT3205: Irving's Office: Two placeables with codex entries in this room didn't
provide the customary 50 XP. Now they will. Thanks to dgm22 of the Nexus forums
for making me aware of these. Note that there are a number of other placeables
that create entries that do not provide XP in the Circle Tower. These codex
fragments are not full entries unto themselves but only parts of a single codex
entry that can be made up of as many as 6 fragments. It's entirely plausible that
xp was deliberately not added for these multiple-part codex entries, and I am
deliberately not restoring xp to them.

CT3006: "Watchguard of the Reaching": When clicking the statues to complete the
ritual, there is no visual or audio cue when you click on them in the correct
order, as there is on the PS3 and XBox versions. It does try to play a visual
effect on the PC version too, but nothing actually happens. Fixed.

CT3007: "Watchguard of the Reaching": If Shah Wyrd kills Petra, Keili and Kinnon
after Wynne has been recruited, Wynne's codex entry would be updated with "While
trying to save what was left of the Circle, Wynne was cut down by (Player).", and
in fact, any future dialogue and script checks to see if Wynne had been killed
would return true, probably causing many other issues later on. Fixed.

CT3008: Circle Tower: It should no longer be possible to trigger the Desire


Demon/Templar cutscene and conversation multiple times if you manage to get the
whole party into the room before the first activation can fire.

CT3009: Fade: Two of the sub-bosses (Uthkiel and Vereveel) were not getting their
quest markers set properly.

CT3010: Fade: When rescuing the companions in the Fade that are besieged by
demons (i.e. all except Dog), sometimes, rarely, there is a small window where you
can talk to your companion before the game registers that the demons are dead. If
so, the initial cutscene would repeat, which could be greatly amusing if you
decapitated the demons during the fight and wound up repeating the cutscene with
headless actors. I placed a block in each dialogue to deal with this so that if
you click on them during that brief window, nothing will happen until the game
registers that the demon is dead and the proper dialogue sequence can automatically
continue.

CT3211: Fade: Fixed some buggy camera work in Sten's Fade sequence (Sten stands
up but the camera kept pointing at his sitting position in several paths). Thanks
to dgm22 of the Nexus forums for making me aware of this one. (v3.3) Missed a
few paths with this issue (thanks to Totalbalance for making me aware and helping
test the extended fix). All camera issues in this scene should now be completely
fixed.

CT3311: Wynne's Nightmare: Fixed some clipping issues with the ground in the
scene where Wynne stands amidst the bodies. Thanks to Totalbalance for making me
aware of this one.

CT3012: "Broken Circle": When talking with Cullen and Sten objects to your intent
to spare the mages, successfully persuading Sten that "it isn't that simple" will
now reduce the approval loss suffered.

CT3013: "Broken Circle": Fixed a bug in Cullen's dialogue when you first find him
where some of Wynne's dialogue could *only* be heard as a disembodied voice and
only when Wynne had been dismissed from the party. Also, some replies by the
player referring to Wynne will now only be available if she is actually there.

CT3014: "Broken Circle": Fixed an odd incorrect restriction on what the player
could ask about and say when talking to Cullen just before facing Uldred.

CT3015: "Broken Circle": Female mage wardens only: Fixed camera not focusing on
Zevran during a comment he makes when speaking to Cullen just before meeting
Uldred.

CT3016: "Broken Circle": If all the mages are killed, when Cullen reports to
Greagoir, he speaks toward the PC instead of Greagoir.

CT3017: "Broken Circle": If Irving survived and surrendered to the Templars, his
codex entry would state that he died. Fixed.

CT3018: "Broken Circle": When completing this quest, restored the ability to tell
Greagoir that Morrigan is an apostate, possibly leading to her escape (after which
you will not see her again until she offers the Ritual). Per scripting comments
this was only cut due to a lack of time to finish it before the game's release.

CT3019: "Broken Circle": Mage wardens only: Restored an inaccessible line in


Greagoir's dialogue when concluding the plot that can now be seen if: A) You
helped Jowan under Irving's orders in the Mage Origin, and B) You saved Irving but
then chose to side with the Templars, and C) you ask Greagoir if that makes up for
what happened during the Origin.

CT3220: Apprentice Quarters: Fixed Cullen's post plot ambient dialogue - a line
that is only appropriate if the Templars have been recruited will no longer play if
the mages were recruited. Thanks to Totalbalance of the Nexus forums for making me
aware of this one.

CT3021: Lake Calenhad Docks: Upon first entering this area after "Broken Circle"
is done, a praying Templar can be found here. When you approach, he prays a few
lines and then slowly leaves the area. If you left the area before he finished
leaving himself, however, the next time you returned to the docks he'd be found
stuck in praying position somewhere between the lake and the exit, forever.

CT3222: Lake Calenhad Docks: If the Templar mentioned in fix CT3021 is killed by
friendly fire, he will no longer rarely drop invisible pieces of Templar armor.
Thanks to firepanda of the Nexus forums for making me aware of this one.

CT1023: "Precious Metals": Godwin will no longer vanish after talking to him once
the "Broken Circle" quest is completed, which could unnecessarily force you to
leave the area and return to respawn him for the "Precious Metals" quest.

CT1024: "Precious Metals": The reply option "Why do you need all that lyrium?"
was nonsensically appearing the very first time you talked to Godwin 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.

CT3025: "Precious Metals": Due to a bug, if you ever refused to sell the Lyrium
to Godwin, he'd forget that you had it and the quest would become uncompletable
successfully. Amusingly, the first line this fix restores is: "You still have my
lyrium though... and I'm not going to soon forget that.". Heh. (Broken in v3.0
and v3.1 - fixed in v3.2)

CT3026: "Precious Metals": If you sold the lyrium to a merchant, you could still
also sell it to Godwin. In fact, the dialogue never checked that you actually have
the lyrium, which (in combination with some of the other plot flag fixes I did)
allowed for unlimited exploits and absurd situations. You can no longer trade the
lyrium unless you actually have it in your possession.

CT1027: "Precious Metals": You could threaten Godwin that you would turn him in
to Greagoir, but you couldn't actually do it. Now you can. (v3.0) Additional
fixes, such as Godwin was supposed to disappear permanently after doing this but
he'd still reappear.

CT3028: "An Unlikely Scholar": Dagna will no longer appear in the Circle Tower
saying "The Circle is amazing! Thank you so much for making this possible!" if the
Templars were recruited and Greagoir refused to allow her entry.

CT3229: "An Unlikely Scholar": Dagna's facing in the Apprentice Quarters has been
reversed so that her animation no longer looks like she's thanking the box in front
of her when you click on her. Thanks to dgm22 of the Nexus forums for reminding me
of this one.

CT3030: "The Arl of Redcliffe": If you ask Irving for his help in saving Connor,
he leaves for Redcliffe immediately, but if you leave the Circle Tower and return
before going to Redcliffe, he'd reappear there, ignorant of anything being wrong.
He won't reappear in the Circle Tower until the Connor situation is resolved.

CT3131: "Five Pages, Four Mages": When encountering Beyha Joam on the world map
after starting this quest in the Circle Tower, his facial expressions will now
match the tone of his voice as was called for in scripting comments. Thanks to
Totalbalance of the Nexus forums for making me aware of this one.

RE0000: REDCLIFFE / THE ARL OF REDCLIFFE

RE3001: Redcliffe Chantry: Two children here would randomly fail to speak when
clicked on.

RE3002: Redcliffe Village: It turns out that almost everyone here has a reaction
to Shale being in the party in their dialogue, but those lines were cut. This is
because Shale was originally meant to be found in Redcliffe, but they later changed
it to a DLC. Most of the cut interjections really did need to be cut, as they
refer to recognizing Shale as being a statue that had been standing around
Redcliffe rather than Honnleath. Some of them don't allude to this, though, and
they are amusing (especially with the children), so if in the process of fixing
dialogues I found a harmless and fun or interesting interjection with Shale, I've
restored them. Almost all of these are in the Chantry.

RE3103: Redcliffe Tavern: You can no longer repeatedly ask Lloyd "Who are you,
anyway?". Thanks to Totalbalance of the Nexus forums for making me aware of this
one.

RE3004: Redcliffe Tavern: Restored bugged response and approval change from a
romanced Leliana if, before the battle, you ask Bella for a kiss in exchange for
helping her leave after the battle.

RE3005: Redcliffe Tavern: Removed option to offer Bella a raise if you aren't her
boss yet.

RE3006: Redcliffe Tavern: Fixed Disembodied Oghren laughing and getting an


approval boost during conversation with Lloyd when he was recruited but not in the
party. If Oghren was in the party, he wouldn't laugh or get the approval boost.
Now he will.

RE3007: Redcliffe Tavern: If you own the tavern and ask "How's the tavern
running", Bella will offer you Lloyd's stash (3 gold). You can say "How about I
take it as your purchase of the tavern?", and scripting comments indicate that the
flag that makes you the tavern owner was supposed to be unset, but it wasn't, and
thus she would continue to call you her boss, other people would treat you as the
owner, etc. If you sell it to her, it's really hers now.

RE3008: Redcliffe Tavern: You can no longer get Bella to give you Lloyd's stash
twice.

RE3109: Redcliffe Tavern: The conditions for being able to ask Lloyd and Bella
about "that elf in the corner" will now be consistent and logical (for example, you
can no longer ask about him if he's no longer there).

RE3010: Redcliffe Village: It was possible to acquire up to 3 copies of Berwick's


letter (one acquired in the tavern, one stolen from him in the village after he's
agreed to fight, and one stolen from or dropped by him if killed during the fight).
No longer.

RE3011: "A Missing Child": Once you acquired the key from Bevin, you could do the
entirety of the quest, including "giving it back" to her, without ever having used
the key or laid eyes on the sword to verify Bevin was even telling the truth about
it. This conflicts with my sword removal fix (see RE3024), and doesn't make much
sense anyway. To discuss the sword with Kaitlyn initially now, the sword must have
been in your inventory at least once.

RE3212: "A Village Under Siege": When talking to Ser Perth, fixed a bugged
condition that made the player question "You mentioned something about an urn...?"
never disappear. Also restored a bugged interjection by Leliana during the same
conversation. Thanks to Totalbalance of the Nexus forums for making me aware of
the first issue.

RE3013: "A Village Under Siege": Due to a scripting error, getting amulets for
the knights would not actually improve their morale.

RE3014: "A Village Under Siege": The subquests for recruiting Dwyn, bringing
amulets to Ser Perth, free drinks for the militia, and telling Ser Perth about the
oil would remain stuck open if you did not complete them before the battle. They
will now be closed with a failed entry if you didn't complete them when the siege
begins. The ones involving Ser Perth would also leave a permanent plot marker on
him or on Hannah as well (though not on Perth's nighttime version).

RE3015: "A Village Under Siege": Telling Ser Perth about the oil barrels but
convincing him that it was a bad idea to use them was supposed to close the
subquest successfully (including the same reward as using them), but did not do so,
leaving the subquest stuck open in your journal.

RE3016: "A Village Under Siege": If you became the owner of the tavern, then
either killed Lloyd or made Lloyd join the militia before getting free drinks for
the militia from him, the subquest would update saying "Since Lloyd is no longer
manning the bar, perhaps you could arrange for the militia to get their free drinks
from Bella." Only - you couldn't, nor could you put her in charge of the bar. Now
you can.

RE3017: "A Village Under Siege": Prior to the siege, if the militia are getting
their drinks for free, you can no longer ask Bella "How has business been?" as her
responses indicate they are still being charged.

RE3018: "A Village Under Siege": Removed infinite Oghren approval exploit in
Dwyn's dialogue when convincing him to fight for the village - you can only call
Dwyn a coward once now.

RE3019: "A Village Under Siege": When Ser Perth sends his knights to collect the
barrels or the amulets, they will no longer return with them instantly. Some time
must pass after the knights are sent (i.e. you must enter and exit a building, or
tell a leader you're ready to wait for nightfall) for the knights to actually have
the amulets or oil in their possession.

RE3020: "Attack at Nightfall": Talking with any of your companions during the
Attack at Nightfall would cause the battle to glitch and fail to recognize when all
the enemies are dead, making it impossible to end the fight, forcing a reload.
This should no longer happen. Followers will simply not respond if you try
(accidentally or otherwise) to start a conversation during the Attack now. WARNING:
I cannot apply this fix to Shale. Either don't take Shale into the battle or
beware of accidentally initiating dialogue with Shale.

RE3021: "The Attack at Nightfall": The high morale bonuses to the militia and
knights, and the penalties to the militia for low morale (per scripting comments
knights cannot have low morale) based on your actions during "A Village Under
Siege" were all non functional. They should now work, with the bonuses and
penalties applied made to match as closely as possible to the non-functional morale
traits in the game's abilities file.

RE3022: "The Attack at Nightfall": The script that was explicitly supposed to
make the militia non-lootable during the siege was bugged and not working. As a
result, they each drop each and every piece of equipment they were given for the
fight, making letting them all die way too lucrative an option. The militia are no
longer lootable. (This is also necessary to properly implement the above fix
RE3021 for morale bonuses and penalties).

RE3023: "The Attack at Nightfall": Restored various stringhead shouts and combat
barks by the militia and knights during the siege. Of particular interest is that
those who are low on health will now alert you that they're in trouble and ask for
help (shouts such as "There's too many of them!" are a cry for help, for the
record). Combat barks will also vary greatly depending on their morale and, for
three of the militia, if you bought them all free drinks before the battle. Note
that if you try this fight with low morale, it will be hard to distinguish genuine
cries for help due to low health from their general grousing and pessimism. Also
note that while everyone in the battle will have random combat barks, there are
three participants who will not have a discernible plea for help: Murdock, Tomas
and Ser Perth. They'd rather go down than discourage their men, it seems.

RE3323: "The Attack at Nightfall": This fix does not address a bug that can
appear in the unmodded game, but rather attempts to make this Fixpack able to
tolerate more Event Manager mods such as Dragon Age Rules Fixpack than the vanilla
game can. As is noted in the DARF mod readme, the Siege of Redcliffe is known to
break if an excessive number of such mods are in use because of a hard limit on the
number of script/event calls that the engine can handle. The Siege of Redcliffe is
particularly prone to having this limit exceeded, due to the large number of script
calls it makes all on its own. I have streamlined the scripts in the Siege to make
many fewer script calls, so that multiple Event Manager mods used in conjunction
with my Fixpack should now be considerably less likely to break "Attack at
Nightfall" than if they were applied to the vanilla game.

RE3024: "A Missing Child": When returning the sword to Kaitlyn after "Attack at
Nightfall" (requires having promised to do so prior to the siege), no attempt at
all was made in the scripts to actually remove the sword from your inventory.
Internet claims that you needed to equip it on a follower or stash it in a chest in
order to keep it were incorrect. The sword will be removed now, but note that you
will not get the option to return it unless someone in your current party has the
sword, equipped or otherwise. (This is to prevent selling it to a merchant, then
giving it back to her.) You only get one chance to talk to Kaitlyn after the
siege, after which she will leave, so if you really really want to give it back to
her but didn't have it on you during that final conversation, you will need to
reload a prior save. You can still offer to buy it from her if you don't have the
sword on you.

RE3025: "A Missing Child": Due to a bug, if you gave Kaitlyn the maximum amount
of money allowed after the siege instead of before the siege, the game would forget
that you gave her any money at all, which had a major impact on her fate in the
epilogue.

RE3026: Redcliffe Village: Restored an inaccessible line in a Chantry woman's


post-siege dialogue.

RE3027: Redcliffe Village: If you convinced the Doomsayer that appears in the
village after the siege to leave Redcliffe, he would do so but then reappear every
time you reentered the area. He was meant to leave for good. Now he will.

RE3028: Redcliffe Village: Between the siege and retaking the castle, a man burns
the bodies of the dead by the left side of the Chantry. Once the castle is retaken,
the man disappears, the bodies disappear, but the fire keeps burning, with no
apparent source of fuel, forever. Fixed.

RE3029: Redcliffe Chantry: Three villagers in the Chantry were removed after the
siege without being moved outside, so their post-siege dialogue could never be
heard. Those 3 villagers will now remain in the Chantry after the siege, restoring
a fair amount of previously inaccessible ambient dialogue.

RE3030: Redcliffe Tavern: If you became owner of the tavern, after the siege one
of the drunks says "It's going to be odd not having Lloyd behind the bar, yelling
at us" even though there are many ways in which Lloyd could still remain behind the
bar and even in charge of it. The drunk will now only say this line if Lloyd was
killed.
RE3031: Redcliffe Tavern: After the siege, if you offer to Bella to keep your
promise to help her, she only recognizes that Lloyd is dead and she's in charge if
you killed Lloyd, but not if Lloyd died in the siege. Fixed.

RE3032: Redcliffe Tavern: Lloyd will no longer appear in the background when
kissing Bella if Lloyd is dead.

RE3033: "The Arl of Redcliffe" / "Attack At Nightfall" / "Lost In The Castle":


Four quest rewards in this area were always of extremely poor quality material
(tier 3 steel or below), despite being rewards for very challenging quests from
high nobility or a master blacksmith with the best quality material store inventory
in the game. In all of these cases this low quality is also directly contradicted
by in game dialogue or the item's name, description, or lore history, which I have
judged as being deeply immersion breaking. When possible, these rewards will now
scale to the player's level, or are upgraded to a specific higher tier if not. See
item fixes IF3008, IF3009, IF3010, and IF3011 for more information. (Note - v3.0
and v3.1 versions of this fix affected two more items, those have been redacted,
see RD3203 for more information.)

RE3234: "The Arl of Redcliffe": When talking to Teagan and Isolde at the mill,
Teagan will no longer claim you've "proven (yourself) quite formidable" if all
you've done is let Redcliffe be destroyed. Thanks to dgm22 of the Nexus forums for
making me aware of this one.

RE3035: "The Arl of Redcliffe": When first dealing with Jowan, Leliana argues
strongly that Jowan wishes to redeem himself and should be given the chance - but
then in most dialogue paths where you do just that, it lowers her approval.
Corrected to an equivalent approval increase in all paths where you follow her
advice.

RE3036: "Lost in the Castle": Fix to infinite xp exploit: If you rescue Valena
and Owen is dead, and you talk to Valena in the smithy, she says she's leaving to
live with her aunt, but she doesn't actually leave - and you can talk to her an
infinite amount of times for infinite xp. She will actually leave now.

RE3037: "Lost In The Castle": You will no longer be penalized in xp for telling
Owen that no material reward is necessary.

RE1038: "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.

RE3039: "Arl of Redcliffe": Various fixes to approval changes in Isolde's


dialogue when confronting Connor that would either not be applied properly or were
applied to party members that were not in the party at the time.

RE1040: "Arl of Redcliffe": If you allowed Isolde and/or Connor to die, their
codex entries would say that they lived, and vice versa.

RE3241: Fade: If Irving enters the Fade and talks to Arl Eamon there, a line that
was meant to be voiced and spoken by Arl Eamon was instead voiced and spoken by
Irving. Fixed. Thanks to Totalbalance of the Nexus forums for making me aware of
this one and for suggesting a workable solution.

RE3242: Fade: The desire demon at the heart of the Fade should no longer be found
buried in the ground up to her waist. (v3.4) This fix did not work in v3.2 or
v3.3, sorry about that. Thanks to Portucally for letting me know and helping to
test the ultimate fix.

RE3043: Fade: If you intimidated the Fade Demon twice such that she agreed to
free Connor and give you something extra as well in exchange for just letting her
escape, the flag that you accepted her deal to allow her to repossess Connor at a
later date was still being set. Although the epilogue for Connor would still play
correctly in Origins, I have changed it so that the flag is not set so that it does
not potentially create problems in games imported into the sequels.

RE1044: Redcliffe Castle: Infinite XP exploit where, after resolving the Connor
situation, the vault door would be locked every time the area loaded and could be
picked again and again for 50xp, fixed. (v3.0) This fix wasn't implemented
correctly until v3.0. My apologies. The vault will now be re-locked once upon
resolving the Connor situation, but it won't be locked again after that.

RE3045: Redcliffe Tavern: If you promised Bella you'd help her leave after the
battle, then wait until the Connor situation is resolved, you can suggest to her
that she become Bann Teagan's maid. She agrees, and is *supposed* to leave
permanently, but in fact absolutely nothing happens and she remains running the
tavern. She will now leave permanently as she was meant to, and if Lloyd is still
around he'll be put back in charge of the Tavern and the store if necessary. Note
that this ending for Bella does not have an epilogue as most of the others do.

RE3046: "The Arl of Redcliffe": When Alistair confronts you in camp after the
events surrounding Connor and Isolde, you can no longer say "I think it turned out
quite well, don't you?" unless you saved both of them.

RE3047: "The Arl of Redcliffe": When Alistair confronts you in camp after the
events surrounding Connor and Isolde, you can no longer say "There was no time to
try the Circle of Magi" or "We could have tried the Circle of Magi!" if the Circle
was never an option because you sided with the Templars in Broken Circle. Credit to
LadyHonor of the Nexus Forums for making me aware of this one.

RE3048: "The Arl of Redcliffe": When Alistair confronts you in camp after the
events surrounding Connor and Isolde, this fix implements an approval boost that
scripting comments indicate should have been (but was not) applied for using an
option that required passing a Cunning check during the conversation.

RE3049: After Eamon is revived, if the mages were recruited, a Senior Enchanter
appears in Redcliffe Castle. When you speak to him, after initially turning around
to face you, the Senior Enchanter snaps instantly back around and spends the rest
of the conversation facing away from you.

RE3250: The Senior Enchanter described in RE3049 will no longer fail to recognize
that Eamon has been revived. Credit to AdenYeshua of the Nexus forums for making
me aware of this one.

DE0000: DENERIM (note: this section covers all Denerim content except "Crime
Wave", "Rescue The Queen", "Captured!", "Unrest in the Alienage" , "The Landsmeet"
and board quests):

DE3001: Market District: Significantly reduced (though did not manage to


eliminate) the lag and crashes that plagued the Denerim Market District,
particularly when loading a save game there.

DE3002: Market District: Because using it can interfere with some quests (e.g.
Trial of Crows), the ability in the Market district to travel to the city or world
map from anywhere has been disabled. One must now use the area transitions to
leave the Market district. To reduce the inconvenience of this, the party picker
in the Market district has been enabled (and the reason why it was disabled has
been dealt with in a different way). You can now switch your party members
anywhere in the outdoor Market district.

DE3003: Market District: Gorim will stop shouting at you about his wares once
you've spoken to him. Yes, it turns out that his shouting at you forever was
actually not intended.

DE3004: Market District: Gorim will now always recognize Oghren the first time
you talk to him with Oghren in your party. Previously, he would only recognize
Oghren if he was with you the first time you talked to Gorim. Note that, by
design, you will never get this conversation if you are a Dwarf Noble. Credit for
making me aware of this one goes to SpaceAlex and the readme of Improved
Atmosphere.

DE3005: Market District: Habren Bryland, Habren's Guard and Habren's Servant were
only supposed to be present in the Market District during the Landsmeet, but were
instead there the entire game.

DE3006: Market District: Elf Wardens only: Fixed a bug in the Denerim Priests
dialogue that could cause the conversation to abort suddenly after asking if elves
are mentioned in the chant.

DE3007: Market District: The door to Goldanna's house will no longer reactivate
after having spoken to her.

DE1008: "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 was
already there.

DE2009: "The Last Request": Undisarmable trap in the "Deserted Building" in


Denerim can now be interacted with and disarmed. Thanks to didymos1120 of the
Bioware forums for supplying the new coordinates.

DE3409: �Pearls Before Swine�: If you had this quest the first time you entered the
Pearl, it was pretty much impossible to avoid having Sanga�s ambient dialogue
overlap with Isabela�s fight scene, making both of them very difficult to hear
properly. Although some difficult area geometry issues make it impossible to fix
this in an ideal manner � it is easily possible that one of your followers can
accidentally trigger Isabela�s fight scene while Sanga is still saying her lines �
it *is* now definitely possible, if you stop as soon as you hear Sanga�s lines
start, to hear her entire ambient dialogue before triggering Isabela�s fight scene.
Also, some animations have been added to Sanga�s ambient dialogue, as the
animations that were coded for those lines didn�t work. Many many thanks to Illusia
for alerting me most of these issues and helping me do extensive testing of my
various attempts at fixing all of them.

DE3210: "Pearls Before Swine": The two White Falcons standing in the background
should no longer be eyeless during your dialogue with their leader. Thanks to
sialivi of the Nexus forums for making me aware of this one.

DE3011: "Pearls Before Swine": Leaving the Pearl by using the world map instead
of the city map after dealing with the Falcons can temporarily break progression of
this quest. As such, world map travel leaving the Pearl has been disabled.

DE3012: "The Crimson Oars": Failing the quest by siding with the Crimson Oars
would leave a permanent plot marker on Sergent Kylon.

DE3013: Market District: Restored ability to ask Kylon if he needs any more help
after completing his first two quests ("Pearls Before Swine" and "Crimson Oars"),
at which point he can tell you about his Chanter Board quest "Back Alley Justice"
if you haven't done it yet.

DE3014: "Trial of Crows": After the messenger boy delivers Ignacio's letter, he
would simply vanish mid converation while you heard his disembodied voice saying
goodbye. He can now be seen running away as was intended.

DE3415: "Trial of Crows": If you ask Sanga about the poster, you�d get a
descriptive line indicating she scowled and gestured toward the back, but her
actual animation did not match this description. Now it does. Thanks to Illusia for
making me aware of this one and helping to test my fix.

DE3015: "Trial of Crows": Restored the unimplemented experience and monetary


rewards for this quest. These rewards are listed in the rewards file but were
never implemented (possibily because having done so would have given you the money
during dialogue, when the dialogue indicates the money should be found in the
chest). This fix awards the experience in dialogue, and the money will be found in
the chest after each mission.

DE3016: "Trial of Crows": The closing journal entry of the last mission of this
quest chain would not update properly, leaving that subquest appearing to be
incomplete when the overall quest moved to your closed journal section.

DE3017: "Drake Scale Armor": If you ever talked to Herren before acquiring your
first drake scale, the journal entry you'd get and the next conversation you had
with Herren and Wade would both state that you'd already discussed Wade making
drake scale armor for you, even though none of the dialogue you can have with them
up to that point mention such armor crafting in any way.

DE3218: "Drake Scale Armor": Herren will no longer refer to female wardens as
male when discussing the cost of the armor. Credit to Totalbalance and sialivi of
the Nexus forums for suggesting a workable way to deal with this one.

DE3019: "Dragon Scale Armor": The dragon scale has been changed to a plot item.
This prevents the exploit of selling it to a merchant prior to "giving" it to Wade,
buying it back to reinitiate the quest, and repeating the process for an infinite
amount of free armor sets.

DE3020: "Forgotten Verses": Asking for collateral before giving Justine the
scrolls will no longer change the total reward received (that's not how collateral
works! that's not how any of this works!), and the total reward received will now
be reported accurately.

DE3021: "Unbound": Completing this quest will no longer disable the "Dirty Back
Alley" Denerim city map location, which could interfere with the completion of the
Mage Collective quest "Blood of Warning" and the Blackstone Irregulars quest
"Notices of Death".

DE3022: The Pearl: When playing cards with Isabela, if Zevran or Leliana offer to
help you, you would only get a chance to have them actually help you in 1 out of
every 6 hands - but even if it never came up, you'd always win the hand anyway.
Now, once help is offered and accepted, you will always get the chance during the
game to ask Zev or Lel for help - but you won't automatically win unless they
actually do help you.

BI0000: BLACKSTONE IRREGULARS QUESTS

BI3001: Blackstone Irregulars: When you talked to a Blackstone Irregulars


representative after completing multiple quests and being due multiple rewards,
you'd get all the rewards you were due, but the on screen reward messages and
updated journal and codex links displayed on screen would only be for one of them.
I have changed this behavior so that, when you click on an Irregulars
representative, only one quest at a time is completed. This allows you to see each
individual reward accurately, and get a link to the closed journal and codex
entries associated with it. A plot marker will remain on the Irregular
representative as long as you have another reward available.

BI3002: Blackstone Irregulars: Cashing in all possible rewards at one Irregulars


representative wouldn't deactivate the "reward available" marker on the
representatives in other towns if you visited their areas previously and didn't
cash the rewards in then.

BI3003: Denerim: Due to a scripting bug in the area file, the Blackstone
Irregulars contact in the Gnawed Noble Tavern would never get a plot marker on him
when he had a reward available for you.

BI3004: "Notices of Death": Fixed a bugged condition on one of Morrigan's lines


should she be the one to deliver the widows the news.

BI3005: "Notices of Death": You can no longer ask for someone in your party to
handle delivering the letter for you if you only have Dog and/or Shale in the
party, since they have no appropriate dialogue, causing the conversation to abort
prematurely.

BI1006: "Change in Leadership": 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.

BI3007: "Change in Leadership": Intimidating Taoran was always successful,


despite him having a pretty formidable force backing him up. It will now require
passing a high intimidation skill check. This restores a previously inaccessible
line of dialogue (when failing the check).

CH0000: CHANTER'S BOARD QUESTS

CH3001: Chanters: When you talked to a Chanter representative after completing


multiple quests and being due multiple rewards, you'd get all the rewards you were
due, but the on screen reward messages and updated journal and codex links
displayed on screen would only be for one of them. I have changed this behavior so
that, when you click on a Chanter representative, only one quest at a time is
completed. This allows you to see each individual reward accurately, and get a
link to the closed journal and codex entries associated with it. A plot marker
will remain on the Chanter representative as long as you have another reward
available. Due to technical difficulties, this fix could not be applied to the
Chanter in Lothering, at whom it is still possible to collect the rewards for one
pair of quests (the Keepsake and Bear quests) simultaneously.

CH3002: Chanters: When you completed *all* of the Chanter board quests, you were
supposed to get an additional reward, but in the base game you couldn't get this
grand prize because the side quest "Jowan's Intentions" could not be completed. My
earlier fixpack versions fixed that quest, which made the grand prize possible to
obtain - BUT. There's a big bug related to this. If you clicked on the chanter
representative with all 10 quests either already rewarded OR complete but NOT yet
rewarded meaning that by the end of that conversation he *should* have rewarded you
for all 10 of them, the representative would give you your big reward - *and was
supposed to also make sure to give you the smaller rewards for each individual
quest you hadn't cashed in yet too*. That last part only worked for 3 of the 10
quests though. If you had the other 7 quests all completed but still unrewarded
when you clicked on the rep, you would get the grand prize but *not* the individual
rewards for the other 7 quests, which amounted to 1225 xp and quite a lot of gold
you could potentially miss out on. This has been fixed so that you will not get
the bonus until all rewards for all 10 quests have been received (one at a time
now, as per the previous fix CH3001).

CH3003: Chanters: Cashing in all possible rewards at one Chanter representative


wouldn't deactivate the "reward available" marker on the representative in the
other town if you visited that area previously and didn't cash the rewards in then.

CH3004: "Back Alley Justice": Killing the thugs associated with this quest before
accepting the quest will no longer prematurely activate the quest in your journal
or prevent you from accepting the quest normally later.

CH2005: "Jowan's Intentions": This quest 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.

CH3006: "Jowan's Intentions": If Jowan died during the battle defending the
refugees, the quest would be stuck open in your journal and uncompletable forever.
You will now be able to accurately report that you have determined he is no longer
a threat in this circumstance.

CH2007: "Jowan's Intentions": Inaccessible deathroot in Jowan's Forest area can


now be harvested.

CH3008: "Jowan's Intentions": One of the refugees Jowan is helping looks...


exactly like Jowan. Fixed. Credit for making me aware of this one goes to
theskymoves and the readme of her "Jowan and another different Jowan" mod.

CH3009: "Unintended Consequences": The experience reward for this quest was being
granted at the point of killing the Trickster, rather than when turning in and
completing the quest.

CH3010: "Fazzil's Request": Finding the sextant before accepting this quest will
no longer render the quest unable to be completed.

MC0000: MAGE COLLECTIVE QUESTS

MC3001: Mage Collective: When you talked to a Mage Collective representative


after completing multiple quests and being due multiple rewards, you'd get all the
rewards you were due, but the on screen reward messages and updated journal and
codex links displayed on screen would only be for one of them. I have changed this
behavior so that, when you click on a Collective representative, only one quest at
a time is completed. This allows you to see each individual reward accurately, and
get a link to every closed journal and codex entry associated with them. A plot
marker will remain on the Collective representative as long as you have another
reward available.

MC3002: Mage Collective: Cashing in all possible rewards at one representative of


a board side quest faction wouldn't deactivate the "reward available" marker on the
representatives in other towns if you visited their areas previously and didn't
cash the rewards in then.

MC3003: Mage Collective: Fixed non-existent lip synching on one of the lines
spoken by the Mage Collective reward givers when turning in a quest.

MC3004: "Places of Power": Fixed exploit where you could complete the quest by
placing all party members near a single mystical site, pausing, and then having
each one spam-click the mystical site.

MC3005: "Justice Must Be Served": Delivering the bribe to Harrith, completing "A
Gift of Silence", was supposed to cut off being able to deliver potions to Tavith,
but you could still do so for the reward. No longer.

MC3206: "Blood of Warning": A missing quest marker on one of the two doors in the
Denerim Market district has been restored. Thanks to dgm22 of the Nexus forums for
making me aware of this one.

MC3207: "Notices of Termination": If the third apprentice you delivered the


notice to was the one in the Market District, the mage collective representative
wouldn't get marked as having a reward until you left the area and returned.
Fixed. Thanks to dgm22 of the Nexus forums for making me aware of this one.

MC3408: "Have You Seen Me?": Removed a bit of unnecessary scripting that could
prevent the random encounter associated to this quest from taking place. Thanks to
Aden for making me aware of this one.

RA0000: RANDOM AND SCRIPTED ENCOUNTERS

RA3001: Random Encounter "Forest Incline": The camera will no longer focus on the
side of a cliff wall during the Dwarf Rebel Leader's single line of dialogue.

RA3002: Random Encounter "Forest Clearing": A campfire in this area that was
interactive for no good reason has been deactivated.

RA3003: Random Encounter "Roadside Field": You could click on any of the
survivors but the reply would come from only one of the Redcliffe Soldiers, even if
he was on the other side of the map.

RA3204: Random Encounter "Forest Stream": A detectable but undisarmable trap in


this area (part of Leliana's personal quest) can now be disarmed properly.

RA3205: Random Encounter "Roadside": Even on Easy difficulty, the apprentices in


this encounter have a very high probability of dying, after which their master
brags about how capable they obviously are and how he plans to take them on to help
your cause. I have therefore dubbed the master mage and his two apprentices "plot
critical" and therefore unkillable for the length of this encounter, as even the
apprentice dialogues state that they all survived, with no alternative dialogue
available for any of them. The apprentices have been granted some low level spells
(heal, mind blast) and the intelligence to use them so that their survival won't
appear as excessively improbable as it otherwise would.

RA3006: Party Camp Shriek Ambush: Dalish Elves Only: Party interjections have
been restored to the additional dialogue that only plays for Dalish elves. Thanks
to TotalBalance on the Nexus forums for making me aware of this one.

RA3007: Party Camp Shriek Ambush: Dalish Elves Only: The "Tormented Shriek" in
the party camp shriek ambush has been renamed to "Tormented Ghoul".

FI0000: FAVORS FOR INTERESTED PARTIES

FI3001: "Dead Drops": The barrels for the Dead Drops will no longer be invisible
until you click on them.

FI3002: "Dead Drops": The dead drops will now immediately become non-interactive
when you make your initial delivery - previously you had to leave and reenter the
area for them to deactivate.

FI3003: "Dead Drops": Per comments in the dead drops dialogue file, being near an
exploding dead drop was supposed to apply a random injury to the player. Makes
sense, so mote it be.

FI3004: "Dead Drops": Many people have reported that the Redcliffe barrel would
sometimes not appear in Redcliffe - however, I was unable to duplicate the problem
myself. I have made a change that should help. If anyone ever encounters this
problem with my fixpack installed, please please let me know, and include any
pertinent details, in particular, does it *remain* missing if you leave and reenter
the area, and was a dialogue initiated when you entered the area (by Alistair or
Teagan) and found that you couldn't find the barrel? Did you complete the siege,
did you wake up Eamon, are there Darkspawn around (in which case the barrel
-shouldn't- be there), any information like that would be helpful - but I'm hopeful
it won't happen anymore.

FI3005: "New Ground": Due to various scripting errors, the guard contact would
incorrectly despawn when you gave Gorim or the Sister K's signal, forcing the
player to leave and reenter the area to respawn him. He will always be where he
needs to be now.

FI3006: "New Ground": Due to even more of the exact same scripting error, it was
quite possible for this quest to play out in reverse order. You could easily
encounter D's lieutenant while traveling in Denerim any time after accepting this
quest and before giving the first 3 signals, and giving those signals or talking to
the guard after killing "D" would also set the journal entries out of order.

CW0000: CRIME WAVE

CW3001: "Crime Wave", subquest "The Absent Mistress": Restored the possibility of
Sophie's guard confronting you while ransacking Sophie's room. She's still rather
unobservant and it only takes a minimal amount of care to get in and out without
her hearing you, but if you take no precautions whatsoever, she will catch you in
the act.
CW3002: "Crime Wave" subquest "An Absent Mistress": If you ransacked Sophie's
room before getting the quest to do so from Slim Couldry, then talked to Slim about
it, it could add an incorrect available quest marker the next time you left the
market and returned.

CW1003: "Crime Wave", subquest "Rob the Maid in the market": 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.

CW1004: "Crime Wave", subquest "Acquire 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.

CW1005: "Crime Wave", subquest "Acquire Ser Nancine's Sword": 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.

CW3006: "Crime Wave", subquest "Acquire Ser Nancine's Sword": If you failed a
stealing attempt, Nancine would respond with her normal opening dialogue. She will
now respond as she was intended to.

CW1007: "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.

CW3008: "Crime Wave", subquest "Steal Master Tilver's Key": You can no longer
hire the messenger boy to create a distraction if you don't have 10 silver to give
him, and if you do have it and choose to pay it, it will now actually be deducted
from you.

CW3009: "Crime Wave", subquest "Steal Master Tilver's Key": You can no longer
steal the key twice, once via dialogue and the second time via the stealing skill.

CW3010: "Crime Wave", subquest "Steal Master Tilver's Key": In dialogue with
Master Tilver, restored an option to "Put arm around him" to attempt to steal the
key that was bugged and could not appear.

CW3011: "Crime Wave", subquest "Steal Master Tilver's Key": The staging for the
conversation with Tilver and the guards wasn't implemented, resulting in odd
graphic glitches such as the participants facing away from you or with their heads
turned away while talking to you.

CW3012: "Crime Wave", subquest "Steal Master Tilver's Key": The Restless guard
could go up to talk to the Alert guard more than twice, but they only had two
proper dialogues with each other. The third time, the wrong dialogue would take
place and the Restless Guard would fail to return to his original position.

CW3013: "Crime Wave", subquest "Steal Master Tilver's Key": Both dialogues
between the two guards, if overheard by the player, would set the flag that the
player learned who Tilver was waiting for. One of those dialogues makes no mention
of that information, however, and will no longer set that flag.

CW3014: "Crime Wave", subquest "Steal Master Tilver's Key": The Restless Guard's
ability to perceive anyone approaching (or even walking right in front of him)
would be severely reduced if: 1) He was talking to the other guard, 2) He was
walking toward or away from the other guard, or 3) 4 seconds after each time he's
decided to go to the other guard, but before he actually starts moving. And how
often did he decide to talk to the other guard? Pretty much anytime anyone in your
party is anywhere near the scene. In other words, his perception was pretty much
ALWAYS severely limited, which made it trivial to just walk right past him and
steal the key from almost any direction. He will only talk to the other guard twice
now (as was intended), and his perception will now only be limited while actually
in conversation with the other guard.

CW3015: "Crime Wave", subquest "Steal Master Tilver's Key": Zevran and Leliana's
stealth skill was useless in this quest - the guards would see right through it
every time regardless of their skill. Their stealth will work now.

CW3016: "Crime Wave", subquest "Steal Master Tilver's Key": If the guards
discussed why Tilver was there, you'd only be considered to have overheard it if
the Warden was close enough to them. It will now depend on whether the party
member you are controlling at the time is close enough to have overheard them.
Also, any controlled party member can trigger that discussion to begin now as well.

CW3017: "Crime Wave", subquest "Steal Master Tilver's Key": When the guard
intercepts a party member trying to get close to Tilver, he and Tilver will
recognize the gender of the intercepted party member correctly, rather than the
gender of the PC.

CW1018: "Crime Wave", subquest "Stealing the Teyrn's Crown": (v2.0) 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.
(v3.0) Massive rewrite and enhancement of the v1.0 version. The staging is vastly
improved, Leliana and Zevran's stealth will now work, paying the waitresses will
now deduct gold, the number of dialogue responses when you click on the guards
after getting them drunk is multiplied by 15, and the difficulty of the skill
checks, which were absolutely trivial, has been raised to be balanced with the fact
that you can't get this quest until the Landsmeet starts and it's supposed to be
"the heist of the century". Also, be aware that if you brute force your way
through this quest via intimidation or combat, which fully exposes your identity as
the crown's thief, it will trigger Stealing Infamy in Denerim, the same as if you
are caught stealing from anyone in Denerim using the regular stealing mechanic,
which includes two attacks on you by the Denerim Guard in random encounters.

CW1019: "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.

CW3020: "Crime Wave", subquest "Tears of Andraste": This subquest will now close
properly in the journal when the overall Crime Wave quest is completed.

CW1021: "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.

CW3422: "Crime Wave": The items to be acquired in the Stealing path - Pouch of
Gems, Ser Nancine's Sword, Tilver's Key and Teyrn Loghain's Crown - can all enter
your inventory multiple times under certain conditions. These items would fire
their quest closing scripts and attempt to enable the next quest in the chain every
time they did so (such as when your entire inventory is removed and restored in the
brothel, the Urn Gauntlet or the Captured! quest, or sold and re-bought, or just
stored and then retrieved from your inventory chest), potentially bugging the quest
chain and in one reported case even crashing the game when your entire inventory is
restored. These items will no longer trigger their quest closing scripts after the
first time they've done so. See related fix GL3410. Many thanks to poster
naebram607 for making me aware of this issue.

UR0000: HAVEN / THE URN OF SACRED ASHES

UR3001: "The Urn of Sacred Ashes": When trying to get into the back room at
Genitivi's house, a couple of responses to Weylon you should have only had
available if you knew Genitivi was missing were instead only available if you knew
almost nothing about Genitivi. This could result in your talking about the Urn
before anyone had told you about it.

UR3002: "The Urn of Sacred Ashes": If Weylon directed you to the inn at Lake
Calahad for information, and later you made going there unnecessary and skipped
doing so, a plot marker would remain on the innkeeper forever despite no longer
being able to talk to him about the quest.

UR3003: "The Urn of Sacred Ashes": If you have already killed Weylon, the Lake
Calenhad events will no longer overwrite the journal entry saying so or the further
entry telling you that Haven is where you need to go next, as was intended (and
worked in most cases).

UR3004: "The Urn of Sacred Ashes": Out of three dialogue paths where the
Innkeeper tells you he is being watched, only one set the proper flag and journal
entry, and only that one path removed the plot marker from him.

UR3005: "The Urn of Sacred Ashes": When talking to the Innkeeper, if he told you
he was being watched, the nearby Shady Patron was supposed to disappear but did not
do so.

UR3006: "The Urn of Sacred Ashes": If Weylon was already dead when you talked to
the Innkeep, no follow up conversation with him regarding the ambush outside was
possible.

UR3007: Haven: Discovering the bloody altar in the Village Home would cause the
village to attack you - but only if Wynne was in your party at the time. This was
a bug. The village will now attack once you find the altar regardless of who is in
the party.

UR3008: Haven: If you avoid raising the alarm and don't kill the shopkeeper
(which can only be done if you kill Father Eirik before setting off any alarm and
have Genitivi take you straight to the Ruined Temple - it is presumed that if you
fight the villagers, he is one of them, as there is one who looks very much like
him near the shop during the village attack), he'd disappear forever anyway,
despite having dialogue for when you returned after siding with the Cult. He will
now reappear in his shop after the main plot events are done if he was never killed
and you sided with the Cult.

UR3009: Haven: If you *did* kill the shopkeeper and later side with the Cult, a
new shopkeeper was supposed to replace the old one. This new shopkeeper has been
restored. This effectively restores the previously unobtainable Greater Elixir
Grounding recipe and the Greater Tome of the Mortal Vessel to the game.
UR3010: "The Urn of Sacred Ashes": Brother Genitivi will no longer forget that
you have Eirik's medallion after you've shown it to him, and will thus no longer
repeatedly pester you to retrieve it.

UR3011: "The Urn of Sacred Ashes": As the dialogue scripting comments indicate
should have been the case, you can no longer tell Genitivi "Isolde sent the knights
to find you when the arl fell ill" until Genitivi knows the arl fell ill, otherwise
his reaction isn't appropriate.

UR3012: "The Urn of Sacred Ashes": Two questions with long and interesting
answers that you could ask Brother Genitivi about how he came to find Haven in the
first place and how he ended up in Haven would disappear for the rest of the
conversation if you didn't choose one of them the very first time you had the
option (and they were way down on the initial list of questions you could ask).

UR3013: "The Urn of Sacred Ashes": When telling Genitivi about Weylon's fate,
removed the reply "I found his body in your basement" because A) he wasn't found in
a basement, and B) it's the only way of telling Genitivi that Weylon is dead
without informing him that an imposter was put in Weylon's place, which he makes
reference to knowing about if you ask what the villagers were doing with Genitivi
again.

UR3014: "The Urn of Sacred Ashes": One particular dialogue path with Brother
Genitivi would cause him to react as if you had the medallion/key without your ever
actually having acquired it. If you then sent him to Denerim, you'd be transported
to the Ruined Temple without the key, and would have to fight your way back to the
Haven chantry to get it before you could proceed. If you brought him with you,
he'd magically open the door without the key, and then you could go back to Haven
and get the now useless key which would be stuck in your inventory forever.

UR3015: Wyrmling Caverns: Party comments by Leliana and Shale have been disabled
because they make references to lava that doesn't exist anywhere in the area.
Also, the trigger has been moved so that Zevran's comment that you haven't met the
leader of the cultists yet can no longer be false.

UR3016: "The Urn of Sacred Ashes": The primary camera used during the first
dialogue with Kolgrim is placed terribly, behind the player's shoulder, such that
if the player uses armor with large shoulder pieces (e.g. Warden Commander's
Armor), Kolgrim's face is 90% obscured repeatedly throughout his very long
dialogue. Another camera placement when Oghren interjects is poorly placed and has
been fixed as well.

UR3017: "The Urn of Sacred Ashes": When answering the Guardian's question about
whether you felt guilt for your actions during the Origin story, if you said no and
you had Sten or Shale in the party, then every companion's interjection for your
answering no would be immediately followed by their interjections for your
answering yes.

UR3018: The Gauntlet: When your party fights its doppelgangers, they were all
Lieutentant rank except for Shale, who was only normal rank. Shale's rank has been
upgraded to match the rest of the doppelgangers.

UR3219: The Gauntlet: Restored party commentary after defeating the


dopplegangers. Credit to Totalbalance of the Nexus forums for finding this well
hidden dialogue file.

UR3020: The Gauntlet: The ash wraiths that join your party if you have less than
3 followers with you when you approach the bridge puzzle will no longer leave the
Gauntlet with you. If you try and they are removed, approach the bridge puzzle
again and they will rejoin you if they are still needed.

UR3021: The Gauntlet: The ash wraiths that join your party if you have less than
3 followers with you when you approach the bridge puzzle can no longer be stripped
of the heavy chain mail they are equipped with.

UR3022: The Gauntlet: You will no longer be drenched in blood and gore during the
cutscene where the Guardian informs you that you have been "cleansed" after passing
through the fire.

UR1023: "The Urn of 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.

UR3024: "The Urn of Sacred Ashes": Alistair's approval would not decrease when
you kill Genitivi if Leliana was also in the party.

UR3025: "The Urn of Sacred Ashes": Genitivi's codex entry will no longer say that
he was given funds to mount an expedition unless talking to Genitivi reveals that
actually happens.

UR3026: Haven: If you fought the villagers, the Village Guard would always be
hostile and attack you by himself when you returned, regardless of whether or not
you tainted the ashes, and if you didn't fight the villagers or taint the ashes,
he'd have utterly inappropriate dialogue, oblivious to everything that happened,
and unchanged from when you first arrived. He even tells you to go talk to (dead)
Father Eirik in the chantry. Now, when you return to Haven after finding the
Urn, he will always attack you if you didn't taint the ashes, and he will always be
friendly if you did, even if you killed the rest of the villagers (this may seem
odd, but his dialogue in this case actually addresses this - you can ask him: "Why
so friendly? I killed many of your fellows, you know.")

UR3027: Haven: The child that you can speak to when you first visit Haven can now
be spoken to after you find the Urn as well (as long as you didn't threaten him the
first time). This restores a nice little bit of previously inaccessible dialogue
to the game.

UR3028: Haven: The lone Villager outdoors in Haven (aside from the Guard and
child) would sometimes fail to speak when clicked on after the Urn was found. Also
made her lines a little more random - she has 5 possible lines at any given point
in time, but 4 of them had only a 5% chance to be heard on a given click, making
the last line awfully repetitive.

UR3029: Party Camp, post-"The Urn of Sacred Ashes": If both Wynne and Leliana
were in camp when you tainted the Ashes, only Wynne would leave, and Leliana
wouldn't react at all. They will now both leave, as Wynne informs Leliana of what
you have done.

OR0000: ORZAMMAR / A PARAGON OF HER KIND

OR3001: Hall of Heroes: Restored a previously unseen altercation between a guard


and a beggar in this area. The altercation will happen when you approach the
beggar, he talks to you, then you move away from him.

OR3002: Orzammar: Under varying circumstances, every male commoner in the Commons
and one reveler in Tapsters would randomly fail to speak when clicked on. This was
particularly bad if Bhelen was crowned king.
OR3003: Orzammar: After speaking to Nerav in the Commons, she says she's going
home and disappears. She was then supposed to reappear by her home in the Diamond
Quarter, but because her talked-to flag was never set, she failed to do so.

OR3004: Commons: Asking Nerav "Who has the authority to defend against a Blight?"
will no longer make her confuse you with a dwarf noble. Also, a dwarf asking if
Bhelen was King Endrin's son wouldn't remember the answer. Finally, she will no
longer claim a dwarf noble has the face markings of a dwarf commoner.

OR3005: Tapsters: A Tapsters patron had a line meant for only non-dwarves that
was instead said only to women of any race.

OR3006: "A Lost Nug": The Nug Wrangler will now have a Quest Available marker.
He will also now recognize when you've collected all of the available nugs, and a
prize will be awarded at the end as per scripting comments - See IR3008 for more
information.

OR1007: "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.

OR3008: "An Unlikely Scholar": If you went to the Circle Tower and got an answer
for Dagna, return to her and mention her father's disapproval before telling her
that answer, she was supposed to ask you again if you got an answer but this failed
due to an unset flag, causing you to be unable to tell her the good news or to get
any reward.

OR3208: "An Unlikely Scholar": If you complete the quest successfully but don't
ask Dagna for a material reward, you will now still get the experience reward.
Thanks to dgm22 of the Nexus forums for making me aware of this one.

OR3009: "An Unlikely Scholar": If Janar knows you wanted to help Dagna join the
Circle, you will now be able to tell him that Dagna left for the Tower once she has
done so (though you probably don't want to since he doesn't take the news well, but
the option is there now.) Previously you could only tell him she left if you'd
never mentioned Dagna to him before.

OR3010: "An Unlikely Scholar": If you accepted Dagna's quest, talked to Janar,
then told Dagna she should stay in Orzammar, the quest would close as failed, but
then when you spoke to her again her response would be unchanged and the quest
could be continued. Credit to squarenic on the Nexus Forums for making me aware of
this one.

OR3011: "Zerlinda's Woe": You must now have enough money to offer some to
Zerlinda, and if you do, it will now actually be deducted.

OR3012: "Zerlinda's Woe": If you refused to help Zerlinda ("Then I'll let you fix
your own problems"), the resulting journal entry that should have been in the
closed section (since it closes off all progress) was instead in the open section,
forever uncompletable. Also, another dialog option where you refuse to help
("You're right. I guess you're on your own.") will now also close the quest.

OR3013: "Zerlinda's Woe": Zerlinda would forget that you'd met her previously
until you accepted her quest. This restores an entire previously inaccessible
dialog branch that you can see if you end her initial conversation early.

OR3014: "Zerlinda's Woe": Ordel could be exploited in order to get the Bully and
Menacing achievements by repeatedly leaving and reentering the tavern to respawn
him. He will no longer reappear in the tavern once he's agreed to take Zerlinda
home.

OR3015: "Zerlinda's Woe": If you sent Zerlinda to the Chantry, when you visited
her there, she'd have a Quest Available marker (exclamation point) on her.

OR3016: "Chant in the Deeps": What was supposed to be a medium level Cunning
skill check in the Shaper's dialogue was checking for medium Intimidate skill
instead.

OR3017: "Caged in Stone": During this codex miniquest, you can kill a small
dragon in the otherwise empty Royal Palace throne room. Much much later, when a
king is crowned and moves there, no one thinks to clean up the big pile of decayed
dragon bones which nonetheless freakishly emit a tremendous spreading puddle of
blood all over the courtier nobles' feet. If you crowned Bhelen, you can in fact
be teleported right on top of the bone pile. I've managed to remove the oddly
disturbing regenerating puddle of spreading blood, at least. I still haven't found
a way to remove the bones.

OR1018: "Thief in the House of Learning": You can sell the tome to a fence for
2.3 gold and 75 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 125 xp reward.

OR3019: "Precious Metals": You can no longer get the quest from Rogek if all the
Circle mages (which includes Godwin) are dead. Be aware that if you try to get the
quest if they're all dead, he won't trust you anymore and he will leave, so do
anything else you need to with him first.

OR3020: "Precious Metals": Certain dialog paths could allow you to negotiate a
second time with Rogek for the lyrium, although nothing would be gained or deducted
in doing so.

OR3021: "Precious Metals": If the lyrium ever leaves your possession for an
instant (other than selling it to Godwin or donating it to Greagoir in the restored
dialogue with him about it - see CT1027 for more information), the quest fails and
closes. The game assumes you sold it to a merchant. The problem is this also
happens by putting it in your storage chest, or if you have it when you encounter
various events in game where you temporarily lose all of your inventory (for
example, the Captured! quest, or certain *ahem* events in the Denerim brothel.).
And even if you did sell it to a merchant, you could always buy it back and deliver
it and claim Rogek's payment, but the quest would still be marked that you failed
to deliver the lyrium. With this fix, the quest will still update if you no longer
possess the lyrium, but it won't close the quest, suggesting instead that you
reacquire it or tell Rogek you won't be delivering it. If you reacquire it, the
quest journal will revert to what it was before you lost possession of the lyrium.
If you tell Rogek you won't be delivering it (which you can only do if you don't
have it on you at the moment), the quest will be firmly closed stating that you'll
never be paid by Rogek for delivering the lyrium (even though you still could
reacquire and deliver it to Godwin at that point).

OR3022: "Seek Out Steward Bandalor": Talking to the Captain of the Guard in the
Commons after completing this quest will no longer put a permanent plot marker on
Steward Bandelor.

OR1023: "Vartag Gavorn" / "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 stuck over Dulin and/or Vartag (whichever you'd
spoken to) for the rest of the game.

OR3024: "Vartag Gavorn": If you never accepted this quest to find Vartag before
talking to him and accepting "A Prince's Favor: The First Task", then failed the
first task by winning the Proving for Harrowmont, you'd get a closed failed journal
entry saying you never found and spoke to Vartag.

OR3025: "A Lord's Trust: The First Task": Failing this quest did not properly
close the three subquests.

OR3026: "A Lord's Trust: The First Task": After having declared for Harrowmont
in the proving, and when speaking with Hanashan/Farinden before you actually fight
Hanashan, a scripting error would cause her to fail to recognize that you were
already destined to face her in the ring, possibly causing Farinden to challenge
you to enter the Proving after you already did so. This partially restores a
couple of lines that could only be seen if Vartag never offered you Bhelen's first
task.

OR3027: "A Lord's Trust: The First Task": If you talked Gwiddon and/or Baizyl
into fighting in the Proving for Harrowmont, but you fought the Proving as an
independent, when you talked to them afterwards they'd respond as if you also
fought for Harrowmont.

OR3128: "A Lord's Trust: The First Task": Several fixes when completing Baizyl's
subquest: 1) The persuade check to get 15 gold instead of 10 gold from Baizyl for
the letters has been made slightly harder to match the difficulty called for in the
scripting comments (it was nearly automatic success in the vanilla game). 2) If
you somehow failed that persuade check, you were still supposed to get 10 gold but
did not actually receive it. Now you will. 3) Removed the walking away
animations at the end, since he doesn't actually go anywhere. Thanks to
Totalbalance of the Nexus forums for making me aware of the third issue.

OR3029: "A Lord's Trust: The First Task": After having declared for Harrowmont in
the proving, and when speaking to Wojeck before you actually fight him, you could
claim "You idiot! I'm working for Bhelen!" based solely on whether you ever
accepted Vartag's first task, and declaring for Harrowmont caused that task to
fail. You'll now only get this option if you're already a double agent for Bhelen
at this point.

OR3030: "A Paragon Of Her Kind": There is an internal counter that tracks
political support for both Bhelen and Harrowmont depending on your choices. If you
crowned a king with very high support, you were supposed to get a better reward
from them. There were supposed to be three additional ways to get Harrowmont a
point of political support in the Proving, but they weren't actually implemented
(recruiting Baizyl, recruiting Gwiddon, and winning the first round of the
Proving). These and an additional bug listed below (see OR3060 for more
information) made the reward you were supposed to get for crowning Harrowmont as
King with high support - Endrin's Mace - unobtainable in the unmodded game. These
fixes restore Endrin's Mace to the game as a possible obtainable reward when
publicly working for Harrowmont.

OR3031: Proving: Several fixes to Seweryn's dialogue: 1) You can no longer tell
Seweryn you're fighting for Harrowmont if the opportunity to do so has passed. 2)
Seweryn would wind up "recruited" even if you told him you work for Harrowmont and
he no longer wishes to speak to you. 3) The flag for "recruiting" Seweryn wasn't
set on every dialogue path where you do so.

OR3032: Proving: 1) All of the female and half of the male Proving fans,
Darvianak, and two Tapsters patrons would congratulate you for winning the Proving
before you actually did so (after the 4th round but before the 5th). For
Darvianak, if you're not fighting for Harrowmont, this restores a line if you talk
to him after you beat him in the 4th round and before starting the 5th. 2)
Restored a one-time line that a male fan was supposed to say when he first became
aware you had joined in the Provings. 3) A proving fan will no longer excitedly
say "My money's on the twins in round 2" if they already lost.

OR3033: Proving: Asking Varick if Piotin and Bhelen are related was supposed to
only be available to non-Dwarf Nobles (since a Dwarf Noble would know the answer)
but it was instead restricted to only Dwarf Nobles.

OR3034: Proving: Myaja will now wield a large hammer instead of a mace and
shield, in order to be consistent with both the Proving Master and Seweryn's
dialogues. Credit for making me aware of this one goes to theskymoves and the
readme of her "Her Hammer is her� uh� never mind" mod.

OR3035: Proving: Corrected Darvianak's last name from "Volney" to "Vollney", to


be consistent with the way it is spelled in the Dwarf Noble origin and various
other dialogues. Credit for making me aware of this one goes to danexuslurker and
the readme of his "Tiny Fixes" mod.

OR3036: "A Prince's Favor: The First Task": If you completed one of the
subquests, then failed the overall quest, both subquests were marked as failed,
including the one you completed successfully.

OR3037: The Deep Roads: It will no longer be possible to access the wide world map
and travel to anywhere in the world directly from the Deep Roads. Not just because
it's objectively silly, immersion breaking and inconsistent with the map behavior
everywhere else in the game, but it can also lead to catastrophic game breaking
consequences if done at the wrong point in the Orzammar plot line.

OR3038: Aeducan Thaig: Restored unused party commentary about the Deep Roads,
added near the entrance in Aeducan Thaig.

OR3039: "A Prince's Favor: The First Task": It was possible to steal Lord Dace's
tier 3 Thorn of the Dead Gods twice, once for each location he could appear in. No
longer.

OR3040: Tapsters: Several fixes to Corra's dialogue: 1) You couldn't say "I
heard Lord Helmi was here" until you'd completed his quest and he was no longer
there (at which point she'd direct you to where he used to be). 2) Restored a
broken line where, once Oghren has left for the Deep Roads and before you've
recruited him, she can tell you that he left. 3) The prices Corra lists for her
drinks were completely inconsistent with what was checked for/deducted. 4) After
buying a drink, Corra could say she heard you spoke to Lord Harrowmont even if
you're publicly working for Bhelen.

OR3041: Diamond Quarter and Royal Palace: There are four Bhelen supporting nobles
in the Diamond Quarter, and a whole mess of them in the Royal Palace pre-
coronation, whose dialogue is only appropriate if you're working publicly for
Bhelen or made Bhelen king, or you are a dwarf noble, or you are a dwarf commoner
prior to committing to Harrowmont. They will no longer be interactive unless one of
those conditions is met. (v3.1) Note - the ones in the Royal Palace were not
fixed until v3.1 - thanks to Totalbalance of the Nexus forums for pointing them out
to me during the v3.0 beta.

OR3042: "Betrayed from Within": The first of the two persuade options when trying
to initiate this quest with Vartag was checking for poison skill instead of
persuasion.

OR3442: "Shifting Allegiances": If you told Dulin what Vartag asked you to do for
his First Task, he would refuse to offer you Shifting Allegiances after completing
that task, claiming "I told you that if that [doing Vartag's task] happened we were
through.". Only, he never says any such thing when you tell him what Vartag's task
is, and no line conveying that meaning exists in his entire dialogue file. Removed
the reference to non-existent dialogue, and failing to respond to a threat that was
never actually made will no longer lock you out of this quest. Thanks to RJWalker
for making me aware of this one.

OR3043: Orzammar: It was possible to steal Vartag's Champion's Shield 3 times


(well, after one of the Bioware patches, twice - see next fix OR3044 for more
information), once for each location he could appear in. No longer.

OR3044: "Betrayed from Within": It appears that Bioware's official patch fix to
prevent Orzammar's various main plots from getting broken by doing both quest lines
simultaneously also prevented Vartag's "You betrayed me!" speech from taking place
on your way out of the Proving after fighting it for Harrowmont if you had accepted
Vartag's quest previously. Vartag's appearance after the Proving (if you accepted
his quest and then failed it by doing Harrowmont's) has been restored.

OR3045: "Shifting Allegiances": Same as the Vartag bug above (see OR3044 for more
information), while Dulin doesn't leave Tapster's if you betray him, his dialogue
where he accuses you of betraying him (rather than just upset you backed the other
side) wasn't firing, for similar reasons.

OR3046: "Betrayed from Within": If you had the quest from Vartag to find out what
Harrowmont's second task is, and you found out but didn't accept Harrowmont's
second task immediately, the journal should still have updated to tell Vartag about
Harrowmont's plans, but due to a scripting error it failed to do so. Then if you
told Vartag and got the journal entry to plant the papers, then accepted
Harrowmont's quest, the "Go tell Vartag about Harrowmont's plans" journal entry
would activate and overwrite the "Plant the papers for Vartag" journal entry.

OR3047: "Betrayed from Within": You will no longer be attacked by Harrowmont


fanatics for working covertly for Bhelen as a double agent. When this bug
triggered, you would actually get attacked by both Harrowmont and Bhelen fanatics
simultaneously. Note that once you choose Bhelen as king, you're no longer acting
covertly.

OR3048: "Shifting Allegiances": You will no longer be attacked by Bhelen fanatics


for working covertly for Harrowmont as a double agent. When this bug triggered,
you would actually get attacked by both Harrowmont and Bhelen fanatics
simultaneously. Note that once you choose Harrowmont as king, you're no longer
acting covertly.

OR3049: "The Second Task" quests: When confronting Roggar in Figor's shop, it
wasn't actually possible to give Roggar the 10 gold he demands.

OR3050: "The Second Task" quests: When giving you their second tasks, both Bhelen
and Harrowmont ask you if you'd ever heard of Jarvia and her carta. If you
weren't a dwarf commoner, however, you could only answer no, even if you'd learned
all about Jarvia and the carta from Figor.

OR3051: "The Second Task" quests: If you bribed Rogek with 5 silvers to tell you
about Jarvia, only 40 copper was deducted. If you bribed Rogek with 15 gold to
tell you about Jarvia, nothing was deducted.
OR3052: "The Second Task" quests / "Precious Metals": Replying "Thanks for the
tip" after getting the info on Jarvia by bribing him with 15 gold or previously
agreeing to smuggle would cause him to leave forever and, if you had already
accepted his quest, made the quest uncompletable.

OR3053: "The Second Task" quests / "Precious Metals": You cannot ask Rogek about
Jarvia if you've already accepted Precious Metals. This is the opposite of the
intent. If you've accepted his quest and haven't completed it, he was supposed to
give you the 15 gold bribe information for free. This can now be done.

OR3054: "The Second Task" quests: Fixed complete inconsistency between what the
dialogue said you bribed Alimar for information about Jarvia, and what was actually
checked for/deducted (copper instead of silver, wrong amounts, etc.) Also, if you
kill him after bribing him, you can now recover your bribe from his corpse.

OR3254: "Jammer's Stash": Fixed a bug that would allow you to get two stash keys,
one of which would remain stuck in your plot items forever.

OR3055: "The Second Task" quests: Jarvia will now correctly identify who you're
working for publicly (she'd identify you as working for Harrowmont if you were
doing "Shifting Allegiances").

OR3056: "Shifting Allegiances": Fixed a bug that prevented non-Dwarf Nobles from
telling Harrowmont that you found the evidence against Bhelen regarding Trian.

OR3057: "Betrayed from Within": Removed infinite experience exploit when telling
Vartag you planted the papers and then delayed talking to Bhelen.

OR3058: "Betrayed from Within": Bhelen will no longer refer to a male Dwarf Noble
as his "big sister" when you say "The throne should belong to an Aeducan".

OR1059: "A Lord's Favor: The Second Task" / "Betrayed From Within": 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.

OR3060: "The Second Tasks": Killing Jarvia *always* gave +3 support to Bhelen,
regardless of whether you were working for Harrowmont when you did it. Based on
the previous findings on how Shifting Allegiances ends up benefiting Harrowmont, I
believe the intent was that only when planting the papers for Bhelen was it
supposed to give Bhelen +3 support instead of Harrowmont, but it was only partially
implemented resulting in Bhelen *always* getting the support for killing Jarvia.
Now, killing Jarvia for Harrowmont will give Harrowmont +3 support, unless you
planted the papers for Bhelen, in which case Bhelen gets the +3 support instead.
This keeps it possible to receive Bhelen's high support reward by doing Betrayed
From Within as well.

OR3061: "Betrayed from Within": Scripting comments call for a fourth point of
support to be awarded to Bhelen when telling Vartag you planted the papers,
mirroring the 1 point you get immediately for acquiring the evidence for Harrowmont
in Shifting Allegiances, but that point increase was not implemented.

OR3062: "Shifting Allegiances": MAJOR RESTORATION! The crowning of King


Harrowmont was supposed to play out completely differently if you had the evidence
that Bhelen killed Trian that you acquired from Jarvia's hideout, but due to a
malformed plot file, this wasn't possible to see in game. Fixing this also makes
it possible to do Shifting Allegiances and end with high support for Harrowmont,
restoring Endrin's Mace as a possible reward for this path as well. (Note: This
option will not be available for dwarf nobles who themselves killed Trian in the
origin story).

OR3063: "Of Noble Birth" / "Shifting Allegiances": If you were working covertly
for Harrowmont, you had no opportunity to ask him to promise to take care of your
son until you crowned him. You now have one chance to ask him immediately upon
first meeting him after killing Jarvia (as you do with Bhelen when working covertly
for him).

OR1064: "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.

OR3065: "A Mother's Hope": Filda was supposed to disappear after completing her
quest (in any way) once you left the Commons, but instead due to a bug she
disappeared when a King was chosen. This fix restores some post-King dialogue that
could therefore never be seen, and the quest will no longer be rendered
uncompletable if you didn't finish it before the King was crowned. This also
resolves a quest marker issue that was previously fixed in v1.0 in a different way.
That fix has been redacted - see RD1005 for more information.

OR3066: "A Mother's Hope": Getting Ruck to tell you his name was originally
intended to be a key part of this quest, but later it was just assumed you
magically knew who he was even if he never said his name. This caused various
issues interfacing with other code and dialogue that was written with the original
intent in mind. The smoothest way to fix all this was to actually complete the
implementation of the original intended design, where you have to actually hear his
name to know who he is. It kinda kills the whole concept, however, when the name
"Ruck" appears floating over his head the first time you see him from a distance.
Ruck will now be identified as a "Dwarf Scavenger" until you find out who he is, at
which point his name will change to "Ruck". Until then, the only thing you will be
able to tell Filda is that you never found him.

OR3067: "A Mother's Hope": If you talked to Ruck before accepting Filda's quest
(why?), you couldn't mention Filda to him, but the quest would nevertheless be
activated and journal entries would be added out of order and out of context.
Meeting Ruck without her quest active will no longer activate the quest. If you
then talk to Filda, you will still (as before) have to go through her initial
dialogue without being able to mention you already found Ruck (sorry, that would
take an additional TON of work for little gain.) If you accept her quest at that
point, the resulting entry describing the outcome of your previous meeting with
Ruck will be immediately added to the quest journal and you can immediately turn
the quest in if you wish (or you can go talk to Ruck again so you can mention Filda
to him as well). It's not the perfect solution, but at least the quest journal no
longer gets broken.

OR3068: "A Mother's Hope": Speaking to Ruck, you could promise him you'd tell
Filda that he died heroically long ago. Due to a bug, however, you could only tell
her that if you killed Ruck, whether you made the promise or not. Making that
promise to Ruck is now what correctly enables that option (and will be available
whether or not you kill Ruck after making the promise). The player is also no
longer forced to say "Yes, but you... might not want to hear it." before having
this option available to them.

OR3069: "A Mother's Hope": If you killed Ruck, you can no longer choose the
options "(Lie) I'm sorry, Ruck's dead." or "Lady, your son is a dung eating
lunatic", as was intended, with the same restriction implemented in other similar
dialogue paths.

OR3070: "A Mother's Hope": If you promised to tell Filda that Ruck is dead,
making him grateful to you, a dialogue line and its scripting indicate he was meant
to give you an item - "Ruck's Sword" - but there is no such sword in game, and the
way the line was disabled caused the conversation to crash abruptly and
prematurely. Ruck will now give the player a regular dwarven longsword if he's
grateful, and the dialogue won't crash at that point anymore.

OR3071: "A Mother's Hope": If Ruck is grateful to you when you ask to see his
store, he says you don't even have to give him money for his things. Scripting
comments indicate the intent was that he'd give you one item from his store for
free, but that merchant functionality did not yet exist at the time that line was
written, and in the end it was never implemented. Ruck will no longer offer free
stuff from his store.

OR3072: "A Mother's Hope": If you have Oghren or Zevran in your party when you
say "I should go." in conversation with Ruck, they will advise putting him out of
his misery. The options to persuade them otherwise were bugged and inaccessible.
If you had Zevran, you were forced to kill him, while with Oghren you did at least
have a way out of the dialogue with Ruck alive. The options in both cases to ixnay
the idea of killing Ruck are now accessible.

OR1073: "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 wherever you were standing instead of the stone. She'll actually
leave now. (v3.0) In v1.0 she would just vanish (and due to the bug where her
leaving was conditioned on a king being crowned instead of her own quest, she would
reappear if you left the Commons and returned before the King was crowned - oops).
Now she will actually run to the Deep Roads exit (during which she can say her
final line) and disappear forever (per script comments: "Filda runs off and
eventually dies off-screen in the Deep Roads, searching for Ruck.").

OR3074: "A Mother's Hope": Several other dialogue paths with Filda also ended
with her praying toward wherever you were standing instead of the Stone. This
should never happen anymore.

OR3075: "A Mother's Hope": In a couple of Filda's dialogue paths, you could only
ask about the Deep Roads and the Darkspawn there if you'd already been told about
it.

OR3076: "A Mother's Hope": Ruck will now only end a conversation with "Then... I
have done what you wished? Ruck answered your questions?" one time. If you talk to
him again and end the conversation, you will now get one of several other shorter
ending dialogues that were previously inaccessible.

OR3077: "A Mother's Hope": If you have both Oghren and Zevran in your party when
discussing whether to kill Ruck, Zevran is the one who advises you to kill him. If
you agree, however, Oghren responds as if he were the one to raise the issue.

OR3078: Oghren: If you are working for both Bhelen and Harrowmont, and even if
you aren't, Oghren would be perpetually confused about who you work for (even more
than being perpetually drunk would account for), from Tapsters all the way to
Branka. Since virtually every check has a different condition, and since it seems
reasonable that you *could* always tell him who you're really working for, I've
decided to go with this: At Tapsters, when it's still possible that it's not clear
who you are ultimately working for, he'll pick one (the correct one if that can be
determined at that time) and at least be consistent about it. Once you are sent to
look for Branka, Oghren will initially believe you work for whoever's quest to find
her you accepted, and if you accepted both, he'll believe you work for whoever you
worked for publicly. At the end of that conversation, though, you can tell him
that whoever you accepted the quest from gave you a map to Carridin's Cross (and
you can choose one, if you accepted it from both). If you choose one of those
options (you don't have to, in which case he'll stick with his prior belief), then
whoever's map you tell him you'll be following, that's who he'll believe you're
working for from then on. The choice is yours!

OR3079: "A Paragon Of her Kind": Harrowmont and Bhelen's quests to find Branka
would overwrite the main A Paragon of Her Kind quest, and if playing as a double
agent would sometimes incorrectly create multiple entries with that title under The
Blight entry. Those two quest chains will now be listed as subquests under A
Paragon of Her Kind, thus restoring and preserving the main quest chain entries.

OR3080: Oghren: Restored a previously inaccessible short dialogue with Oghren in


Ortan Thaig. Can be seen by initiating conversation with him after leaving Ruck's
Camp while in the area and before reading Branka's journal.

OR1081: "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.

OR3082: Ortan Thaig: If you went to Ortan Thaig before visiting Haven, the party
commentary that was meant to play in the center of Haven instead played in the
middle of Ortan Thaig (about where you first spot Ruck) instead of the comments you
were supposed to hear, and you would get no comment in Haven. If you went to Haven
first, the Haven comment would play correctly but you'd hear nothing at all at the
proper spot in Ortan Thaig. This restores the proper party comments in Ortan Thaig
- and, I must say - YOU HAVE NEVER PLAYED DRAGON AGE until you hear Oghren's
comment there.

OR3083: "An Admirable Topsider": Fixed exploit where, by placing all party
members around the warrior's grave, pausing, and then having each one spam-click
the altar, you could acquire the quest reward multiple times. You cannot get more
than one sword now.

OR3084: Oghren: Restored a previously inaccessible long dialogue with Oghren in


the Dead Trenches. Can be seen by initiating conversation with him after talking
to Kardol while in the area and before meeting Branka.

OR3085: Dead Trenches: Removed "Goodbye." option in initial dialogue with Kardol
that was only supposed to show in subsequent conversations. Using it could also
lead to having an "I'm leaving" option available in subsequent conversations that
was only supposed to show in the initial dialogue and could be obsolete if chosen
later.

OR3086: Dead Trenches: Restored party commentary about the Dead Trenches, in the
tunnel after the bridge.

OR3087: Dead Trenches: Restored party commentary after dialogue with Hespith.
}

OR3088: "Anvil of the Void": Your available responses to Branka supporting


Harrowmont or Bhelen were inconsistent and sometimes unavailable when they should
have been. You can now ask Branka to support whoever's quest you accepted to find
her.
OR1089: "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.

OR3289: "The Dead Caste": Removed infinite xp exploit, where leaving the
Shaperate and reentering after completing the quest would always reactivate the
"Memories" book allowing you to get the experience reward as many times as desired.
Thanks to SilverLucario of the Nexus forums for making me aware of this one.

OR3090: "A Paragon of Her Kind": If you choose Harrowmont as king, dialogue
scripting comments clearly state that the number of Bhelen supporters you fight was
supposed to be dependent on how much support Harrowmont had. This was not
implemented, however, and the final battle always has the same numbers on each
side regardless of how much support each candidate had. The intent as described in
the dialogue comments makes much more sense and makes choices and consequences
meaningful, so I've made it work. If Harrowmont's support is very low or very
high, a few of the deshyrs will now switch sides or not join in the attack at all.

OR3091: "A Paragon of Her Kind": The implementation of the rewards given by the
Kings at the end of this plot is gobsmackingly bad. It is supposed to be based on
the amount of support you were able to get while working the quests. Note that
Harrowmont's reward for high support, Endrin's Mace, was inaccessible in game due
to several of the bugs previously listed regarding his support (you simply couldn't
get his support anywhere close to high enough). But the stats on all of these
rewards are incredibly low level quality, with Bhelen's low support reward being
MUCH better than his high support reward. Here are the four possible rewards:
Harrowmont High Support: Endrin's Mace. Tier 6 Silverite. +10 cold
resistance, +15 mental resistance. That's it. No +damage to darkspawn, despite
dialogue scripting comments indicating it should have that property.
Harrowmont Low Support: Harrowmont's Staff: Steel (seriously - Tier 3
Steel. Dog can fetch a better staff than this! You can steal a better staff than
this in the Mage Origin!) +1 Magic, + 2 Constitution. Possibly the worst staff
obtainable after Lothering.
Bhelen High Support: Aeducan's Mace: Tier 2 GREY IRON!!!! Even worse
than Harrowmont's Staff. (The description says it's "made finely"). +2 damage vs.
darkspawn and Messy Kills. Duncan actually gives this mace to a noob Dwarf
Commoner at the end of that origin.
Bhelen Low Support: Trian's Maul: Silverite. 4 tiers better than the
high support reward, lol. +4 damage vs. darkspawn - double the bonus of the high
support reward.
All of these are terrible, and it's completely implausible that any King would
have ever used the two high support rewards as a weapon, unless they had a serious
death wish. I have changed the stats and bonuses on the 4 rewards to match the
difficulty of the Orzammar plot. Note that I have balanced these in the context of
equipment available in the base game, not DLC's. You will probably find better DLC
equipment, but the new rewards should be competitive with the best weapons avaiable
in the base game, at least pre-Landsmeet.

OR3291: "Betrayed From Within": If you accepted Vartag's quest to plant evidence
against Harrowmont but never actually did so, the quest would be closed as failed
when you crowned a king, but the text of that closing journal entry would only
state that you "failed to deal with Jarvia and her carta", which is incorrect.
This closing journal entry will now properly reflect what you actually failed to
do. Thanks to Totalbalance of the Nexus forums for making me aware of both of
these issues.

OR3192: Oghren: Restored Oghren asking to stay with the party after the main
Orzammar plot is completed. This conversation is initiated when leaving the palace
or assembly after a king is crowned. Note that if you refuse Oghren's request, he
will no longer be available to recruit afterwards. This also restores an update to
Oghren's codex entry. (v3.2) In v3.1, this dialogue would trigger the first time
you brought Oghren to the Diamond district, even if the plot was not completed yet.
My apologies. Fixed in v3.2.

OR3093: Proving: After Harrowmont is crowned king, the proving master will no
longer say you fought as his champion if you didn't.

OR3094: Proving: Hanashan and Farinden do not have proper post-King dialogue and,
as per scripting comments in Hanashan's dialogue file, will leave the Proving when
a King is crowned.

OR1095: "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.

OR3096: "Of Noble Birth": Male Dwarf Nobles Only: A number of dialogue paths
when Bhelen agrees to accept Mardy and your son did not set the necessary flags to
complete the quest.

OR1097: "Of Noble Birth": Male Dwarf Nobles Only: 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 after the quest is completed.
This also fixes an infinite loop exploit where, if you didn't tell Mardy any good
news until the King agreed to take her in, you could name your child for 100xp at a
time infinitely.

OR3098: "Of Noble Birth": Male Dwarf Nobles Only: Slightly tweaked the journal
entries to better match the course of events. (Your journal will say "Mardy will be
pleased to hear of this." before, rather than after, you've told her.)

OR3099: "Of Noble Birth": Male Dwarf Nobles Only: Upon the successful completion
of "Of Noble Birth", Mardy will now appear in either the Palace or Harrowmont's
Estate, instead of loitering in dingy clothes in the Nobles Quarter forever.

RQ0000: RESCUE THE QUEEN

RQ3001: "Rescue the Queen": Corrected Erlina's dialogue if you attempt to leave
Howe's estate while she is following you.

RQ3002: "Rescue the Queen": Simply leaving and reentering the dungeon will no
longer cause your disguises to be removed.

RQ3003: "Rescue the Queen": Making the first group of guards encountered in the
dungeon hostile using AOE spells, thereby avoiding the cutscene that normally
removes the party's disguises and restores their equipment, will no longer cause
the disguises to become permanent. The disguises will be removed and the original
equipment restored when the first group of guards are all dead.

RQ3004: Howe Dungeon: Fixed bug that could prevent talking with Soris if you
clicked on him prior to opening the door to his cell

RQ3005: Howe Dungeon: An approval boost for Zevran when freeing Soris would only
be received if you didn't have the key when you first talked to him. Getting the
boost will no longer depend on that condition.

RQ3006: "Rescue the Queen": Human Noble Wardens Only: Corrected the conditions
for a bit of dialogue between Howe and a human noble during this quest, depending
on what was said when meeting Loghain and Howe at Arl Eamon's Denerim Estate.

RQ3007: "Rescue the Queen": Looting the key off Howe before triggering his death
cutscene would leave a permanent plot marker on Howe's body.

RQ3008: Howe Dungeon: Fixed bug that would prevent talking with Vaughan if you
clicked on him prior to opening the door to his cell.

RQ3009: Howe Dungeon: City Elf Wardens only: When talking to Vaughn in his cell,
if your romance interest is in the party, they interject upon hearing about the
wedding from the City Elf Origin, but if Alistair was also nearby he would
incorrectly take over that conversation part way through. This and several other
bugs also occur in Shianni's dialogue during "Unrest in the Alienage". See UA3023
and UA3024 for more information.

RQ3309: Howe Dungeon: City Elf Wardens only: When talking to Vaughan in his
cell, a condition on a particular line checking that the player was female should
have been checking that he was male instead. Thanks to GoesOnGhost for catching
this one.

RQ3010: Howe Dungeon: City Elf Wardens only: City Elves that didn't kill Vaughan
in the Origin can free him on the condition that he join the Chantry, and if they
did so he was supposed to appear near the Denerim chantry, but instead he'd still
show up on the Howe estate main floor as he would if he was freed without that
condition (albeit with praying dialogue rather than his normal dialogue). He will
now appear near the Denerim Chantry instead of Howe's estate in this circumstance,
as was intended.

RQ3011: Howe Estate Main Floor: Fixed bug that would make Vaughan's reward chest
permanently inaccessible, and a freed Vaughan not appear on the main floor, if you
ever left the dungeon prior to freeing him or getting the key from him.

RQ3212: "Rescue the Queen": If you "kill" Ser Cauthrien and loot the Summer Sword
from her, and then proceed to lose the fight and get yourself Captured!, Ser
Cauthrien survives (because her remaining team members can revive her, just as the
party's team can be revived until they all die). Therefore, the Summer Sword will
be returned to Ser Cauthrien rather than placed in the player's inventory chest
during Captured! In this circumstance, she will have the sword when she is met
later at the Landsmeet. Note for completionist players that there is still a use
for "killing" her and getting the sword during the "Rescue the Queen" fight: this
allows you to get the sword's associated codex entry without having to permanently
kill her at any point in the game.

RQ3013: "Tortured Noble": If you freed Oswyn during "Rescue the Queen" and talk
to his father in the Gnawed Noble Tavern, turning down the gold reward for this
quest also cost you any experience reward. You will now get the experience reward
regardless of what material reward you request.

CA0000: CAPTURED!
CA3001: "Captured!": If escaping without rescue, if you put on the disguises
(with or without Alistair) prior to collecting your gear from the chest, you'd
forever lose the equipment you had equipped when you were captured. Now, if you
are disguised and you click on your equipment chest, you'll retain your disguises,
and you'll immediately get all of your gear back except your own
chest/gloves/boots/helm, which you'll get back when you drop your disguises. In
other words, it'll behave exactly as if you had collected the chest and then donned
the disguises.

CA3002: "Captured!": If escaping without rescue, when you encountered party


members waiting for you near the exit, they'd speak a single line as a cutscene but
the camera would almost always be pointed in the wrong direction. The line will
simply be an ambient (stringhead) line now.

CA3003: "Captured!": If escaping without rescue, when you open the last door on
the way to the exit, you are met by two of your followers (usually Leliana and
Morrigan) who are immediately added to the party and help you against the ensuing
attack. Another way to trigger this is to get very close to Sister Augustine if
you make a left before opening that door. When you get close, she screams and
runs, opening the previously mentioned door and adding the 2 followers to your
party instantly. The problem is that you'd have to get so close to Sister
Augustine to trigger this that you'd be far enough away from where your 2 followers
were near the front exit that they'd be instantly teleported right next to you,
appearing out of thin air, which is rather bizarre and confusing if you don't know
what's going on. The trigger for Sister Augustine triggering this chain of events
is now much closer to the front exit, which should prevent the awkward
teleportation issue.

CA3104: "Captured!": If escaping without rescue and wearing the disguises, your
helmet(s) will no longer be removed when talking to the various guards and
commanders. Credit to SpaceAlex and the readme of his Improved Atmosphere mod for
making me aware of this one.

CA3205: "Captured!": If you escaped disguised as guards, the player's Regulation


Sword would be removed, but Alistair's would not be. Now it will. Thanks to
Totalbalance of the Nexus forums for making me aware of this one.

CA3006: "Captured!": If waiting for rescue, Shale can now be selected when
choosing who will come to rescue you. This restores many dozens of lines of
previously inaccessible (and enjoyable) dialogue.

CA3007: "Captured!": If waiting for rescue, when talking to Alistair in the


prison cell and choosing who will come to rescue you, the second rescuer selected
could appear for a brief moment in the prison cell next to you as Alistair spoke
his final line. The camera will now close up on Alistair's face during that line
to avoid this as much as possible.

CA3008: "Captured!": If waiting for rescue, in the first waiting room, the
dialogue that should be there should you pair Wynne/Sten or Wynne/Oghren is
unfortunately missing altogether. There will now be no interaction between those
pairs in the waiting room if you bring them, which is better than the ugly dialogue
glitches that happen without this fix.

CA3009: "Captured!": If waiting for rescue, if you had the second party member
selected as the controlled character when you approached the front guards, or
during the "let's think of a plan" cutscene in the ballistae room, or when opening
the cell door that the player is in, that controlled second party member would be
invisible in the cutscene (in the waiting room cutscene for the first one), and the
camera would jump to an empty view of somewhere else in the area when that
character was supposed to be speaking their lines. Fixed.

CA3010: "Captured!": Regardless of how you finish this quest, if you had not yet
collected your equipment from the chest when you leave Fort Drakon, you'd get your
equipped inventory back but due to a bug not the general party inventory. You will
get it all back now.

UA0000: DENERIM ALIEANAGE / UNREST IN THE ALIENAGE

UA1001: "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.

UA1002: "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 "both your clues"
when you had to give him 3.

UA3003: "Something Wicked": If you beat Otto to the Orphanage, when you exited
back out into the Alienage, you'd see him run the remainder of the way to the
Orphanage and disappear, even if he was already dead at that point.

UA3004: "Something Wicked": There are many reports of this quest glitching in the
final room. While I could not duplicate the glitch, I made a few common sense
changes that should at least help and hopefully does fix it (for example, you won't
be able to get the cutscene you get when you first enter the last room more than
once now.) Let me know if it still occurs and I'll try a few other things I have
in mind.

UA3005: Soris, non-City Elves: Soris will no longer repeatedly forget that non-
City Elves talked to Shianni.

UA3006: Soris, non-City Elves: Non-City Elves can no longer ask Soris "Why
shouldn't I be seen with you?" if Soris never said "You're better off not being
seen with me." (which he'd only say if you refused to talk to Shianni when he asked
you to - he'll now say it if you click on him again after telling him you talked to
Shianni, which he would previously always forget, see previous fix UA3005 for more
information).

UA3007: Soris, non-City Elves: If a non-City-Elf agreed to talk to Shianni when


Soris asked them to, then told Soris what Shianni had said prior to entering the
Hospice and finding the note and key, they would be unable to ask Soris "Is there
some way out of the Alienage besides the gate?".

UA3008: Soris, non-City Elves: Non-City Elves could only ask Soris "What's being
done about the plague" if they already knew the answer.

UA3009: Soris, non-City Elves: Non-City Elves told about the Tevinter mages by
Soris might not remember what they heard in later conversations or have their
journal update properly, depending on the dialogue path.

UA3010: Soris, non-City Elves: Soris will no longer forget telling non-City Elves
about his wedding.

UA3011: Soris, non-City Elves: Fixed Soris being excessively repetitive about
asking non-City-Elves to talk to Shianni.
UA3012: Soris, non-City Elves: Non-city-elves will no longer permanently lose the
ability to ask Soris why he was in the dungeon depending upon the dialogue paths
chosen.

UA3013: Soris, City Elves Only: A City Elf could only ask Soris "Where's
Shianni?" if they'd already talked to her. The reverse is now true.

UA3014: Soris, City Elves Only: A City Elf could only ask Soris "What
quarantine?" or "Isn't anything being done" about the plague if they already knew
about the quarantine. The reverse is now true.

UA3015: Soris, City Elves Only: A City Elf could only discuss the massacre with
Soris if they hadn't heard about the quarantine yet.

UA3016: Soris, Male City Elves Only: A male City Elf that asked Soris "Where's
Valora?" first would no longer be able to ask "Where's Nesiara?", and would not be
able to ask both Soris and Shianni about either of them.

UA3017: Soris, Male City Elves Only: Nesiara's fate will no longer change
radically depending solely on who a male City Elf chooses to ask about her first.

UA3018: Soris, City Elves Only: If a City Elf warden that didn't take Vaughn's
bribe in the Origin was told by Soris that their father was taken into quarantine,
the flag that allowed you to ask others about this wasn't being set.

UA3019: Soris, Alarith: If Soris or Alarith mention the plague at all in several
dialogue paths, it would create a journal entry with more information than you
actually received. (v3.3) This fix did not actually make it into release prior to
Hotfix v3.22.

UA3020: Soris, Alarith: Fixed Alarith's and Soris' conversations aborting


abruptly after running out of conversation options.

UA3221: Alarith: Alarith would recognize an elven mage as an elf for the first
conversation with him (thus allowing barter), but would stop bartering upon
subsequent conversations. Thanks to Totalbalance of the Nexus forums for making me
aware of this one.

UA3022: Alarith: Talking to Alarith, you can no longer ask "What are Tevinter
healers doing here?" and similar questions after the Tevinters have been dealt with
but before you've officially completed the quest by talking to Eamon.

UA2023: Shianni, City Elves Only: When talking to Shianni, 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. (v3.0) There
were quite a number of additional obvious bugs that needed fixing - see UA3024,
UA3026. (v3.3) This fix did not actually make it into release between v3.0 and
Hotfix v3.22.

UA3024: Shianni, City Elves Only: Talking to Shianni, if you were having a
conversation with a romantic interest about your wedding in the Origin story, and
you had a second romantic interest back in camp, a disembodied version of that
second romantic interest could interrupt the conversation. (v3.3) This fix did
not actually make it into release until Hotfix v3.22.

UA3025: Shianni, City Elves Only: Fixed Shianni treating a city elf warden who
accepted Vaughan's bribe with more warmth than warranted in a couple of dialogue
paths.

UA3026: Shianni, Female City Elves Romancing Leliana or Zevran Only: In the
wedding conversation with your romance during Shianni's dialogue, when you tell
Leliana or Zevran that "He died", the only informative reply option to their
reaction was actually the reply to a male warden's version of the story.

UA3027: Shianni, Female City Elves Only: Female city elves can now ask Shianni
about Valora in their initial conversation, just as male city elves can. (v3.3)
This fix did not actually make it into release until Hotfix v3.22.

UA3028: Shianni: Shianni will no longer forget that you've talked to her about
the Hospice.

UA3029: Shianni: Fixed bug where, if talking to Shianni after failing to rescue
the slaves in the Compound, she would only tell you she was sorry about your father
if you *weren't* a city elf. The reverse is now true.

UA3030: Caladrius: Talking to Caladrius, fixed an approval boost to Sten (applied


whether he was in the party or not) that was meant for Wynne.

UA3031: "Unrest in the Alienage": Looting the evidence off of Caladrius before
the fight was completely finished would cause the journal entries to be applied in
the wrong order, leaving a permanent plot marker on Caladrius's body and a journal
entry stating you still needed to collect the evidence.

UA3032: Cyrion / Valendrian: You can no longer get the conversation with Cyrion
or Valendrian meant to be had in their house while you are still in the slave
compound.

UA3033: Soris: Restored inaccessible Soris's ambient dialogue following


completing this quest if resolved in any way except killing Caladrius, and prevents
incorrect pre-quest-completion dialogue taking its place.

LA0000: LANDSMEET (and Post-Landsmeet Up To Dark Ritual)

LA1001: Pre-Landsmeet: 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.

LA3002: Landsmeet: Restored a number of follower interjections (by Leliana,


Morrigan and Sten) if Anora betrays you that would always be preempted by
Alistair's interjection. These only play if the player's reply to the betrayal is
"What?!".

LA3003: Landsmeet: If the Landsmeet is won, the result can be a general melee or
Loghain can be challenged to single combat. Either way, Anora's codex entry would
state "Fighting erupted, breaking the long tradition of the Landsmeet, which was
ultimately settled with a duel." The codex entry will no longer claim "fighting
erupted" if this never happened. (v3.1) The corrected codex entries will now
display properly in Awakening as well.

LA3004: Landsmeet: When talking with Anora at the Landsmeet, if you state you
also wish to speak to Alistair, Alistair will no longer give his non-hardened
response if he's been hardened.
LA3005: Landsmeet: A hardened Alistair will no longer say "Wait, what? No! When
did this get decided? Nobody's decided that, have they?", followed by Anora
declaring that he obviously doesn't want the throne, when Eamon tries to declare
Alistair king.

LA3006: Landsmeet: A hardened Alistair will no longer say "She seems to want it,
anyway, and I know I don't." about the crown.

LA3007: Landsmeet: A hardened Alistair will no longer stutter nervously when


accepting the throne if Alistair and Anora are engaged.

LA3208: Landsmeet: A hardened Alistair will no longer deliver his unhardened line
if you choose him after Anora refuses to marry either Alistair or the player.
Thanks to Totalbalance of the Nexus forums for making me aware of this one.

LA3209: Landsmeet: Fixed the player's available responses when talking to


Alistair during the Landsmeet to be consistent with Anora's dialogue: your
possible responses should no longer disappear and reappear depending on the
arbitrary dialogue path taken, and once an option is used it will not reappear.
Thanks to Totalbalance of the Nexus forums for making me aware of this one.

LA3110: Gnawed Noble Tavern: Once the Landsmeet plot has begun, several nobles
appear in the Gnawed Noble Tavern. Sighard can have several conversations with
Ceorlic as the plot progresses. Eventually, Sighard moves to another table. He
would, however, be facing backwards, with his legs through the back of the booth he
moves to. He will now face the proper direction. Credit to sialivi of the Nexus
forums for making me aware of this one.

LA3211: Gnawed Noble Tavern: Made a number of fixes to the dialogues of the
nobles in the tavern. They will no longer keep repeating the same conversations
over and over, and clicking on Ceorlic will trigger the proper response rather than
repeating his most recent conversation with Sighard. Thanks to Totalbalance of the
Nexus forums for drawing the latter issue to my attention.

LA3012: Post-Landsmeet: If you made Alistair king, when he meets you in Eamon's
Estate afterwards, a large negative approval hit you'd suffer regardless of whether
or not he was hardened will now only apply if he was not hardened, in order to be
consistent with his dialogue responses.

LA2013: Post-Landsmeet: A previously inaccessible dialog of Alistair thanking the


player for not making him king is restored.

LA2014: Post-Landsmeet: 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, his camp discussion when in love, 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. (v3.0) Greatly expanded the dialogue for non-kings on the
Fort Drakon rooftop. In v2.0 a non-king Alistair's dialogue was bare bones after
all the king references were clipped. In v3.0, most of the dialogue originally
applying only to kings can now be seen, but thanks to some new lines cobbled
together from existing ones, it's now in the context of a hypothetical - what he
should/would do if he had been made king. There's also now alternate versions for
hardened and unhardened Alistairs.

LA3015: Post-Landsmeet: Male Human Noble Wardens Only: If the PC arranged to


marry Anora before the Landsmeet, but the Landsmeet resulted in a different
outcome, Morrigan could still bring up the marriage as if it were still going to
happen. Morrigan will now wait until the end of the Landsmeet to be sure that the
marriage is definitely going to happen before bringing it up.

LA3016: Post-Landsmeet: Male Human Noble Wardens Only: If the PC arranged to


marry Anora before the Landsmeet, but the Landsmeet resulted in a different
outcome, Leliana could still bring up the marriage as if it were still going to
happen. Leliana will now wait until the end of the Landsmeet to be sure that the
marriage is definitely going to happen before bringing it up.

LA2017: Post-Landsmeet: Human Noble Wardens Only: If the PC is getting married,


Leliana will now only break up with you (not hardened) or comment on it (hardened)
if you're actually romancing her.

LA2018: Post-Landsmeet: Human Noble Wardens Only: 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.

LA3019: Post-Landsmeet: Female Human Nobles Only: Fixed bug in conversation


after Alistair becomes engaged to the player, if the player says "I would make an
excellent queen" or "It was better than the alternatives", players at Warm or
better approval would always get the Neutral response ("Hmmm. If you say so.").
This restores a previously inaccessible line of dialogue.

LA2020: Post-Landsmeet: Female Wardens Only: 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. (v3.0) The prior fix
from v2.0 claimed you could see references to the Alistair-initiated breakup even
if that didn't happen. This is incorrect - due to checks for the romance currently
being active earlier in the conversation, you couldn't see it even if that breakup
-did- happen. So the real fix is that references to Alistair's breakup when he
becomes king that were previously inaccessible are restored under the right
circumstances (which include that he was in love when he broke up with you). The
STILL_IN_LOVE fixes are also redone much more thoroughly. Note that I'm pretty
sure that dialogue was made accessible in v2.0, it was mainly just my description
of the bug being fixed that was wrong.

LA3320: Post-Landsmeet Redcliffe Village: Added missing doors to the blacksmithy


and the cottage above it.

LA3021: Post-Landsmeet Redcliffe: The messenger outside of Redclife Castle will


no longer say the Queen is inside the Castle if she isn't (example - he would say
she was inside if Alistair and Anora are engaged and Alistair is still with the
party, in which case she remains in Denerim).

LA3022: Post-Landsmeet Redcliffe: If Alistair will be king but left the party
because Loghain lived, Eamon will no longer state that Alistair will be
accompanying you to Denerim.

LA3023: Post-Landsmeet Redcliffe: Female Human Noble Wardens Only: Eamon would
fail to comment on Alistair's impending coronation if he was marrying a female
human noble player.

LA3024: Post-Landsmeet Redcliffe: Fixed bug in Eamon's dialogue that could cause
the conversation to end abruptly.
LA2025: Post-Landsmeet Redcliffe: If Alistair is not to be king, Redcliffe
Bodyguards will no longer refer to him as such.

LA3425: Post-Landsmeet Redcliffe: Bodahn's Redcliffe-Castle-specific dialogue


("The Arl has allowed us to stay") will now only play in Redcliffe Castle.

LA3226: Post-Landsmeet Redcliffe: Restored an ambient conversation between


Loghain and Anora on the second floor of the castle (requires Loghain being
recruited, of course).

LA2027: Post-Landsmeet Redcliffe: During the talk with Riordan, Loghain will no
longer speak if he has been killed. Also, some Alistair-king-when-he-isn't
references removed.

DR0000: DARK RITUAL

DR3001: Morrigan will no longer appear in Redcliffe Castle for the Dark Ritual
conversation until after you've talked to Riordan. This fixes several issues: 1)
You can no longer remove her from the party at that point, which would break the
game. 2) If she'd previously been kicked from the party, she could be talked to
prior to speaking with Riordan with normal dialogue as if she'd never left. 3)
Her initial line in the Dark Ritual conversation indicates you should be surprised
to see her, when you could have just talked to her.

DR3002: Dark Ritual: Talking with Morrigan, the male romance line "Is this why
you've been so... friendly to me?" could become inaccessible depending on the
arbitrary order that the player selected his responses. Credit to TerraEx and the
readme of his Morrigan Restoration Patch for making me aware of this one.

DR2003: Dark Ritual: If Alistair is not to be king, Morrigan will no longer refer
to him as such in this dialogue. (v3.2) Thanks to Nexus forum poster Totalbalance
for noticing during the v3.1 beta that this had the effect of disabling the music
that should play during this scene, and to posters sialivi, Pinjanna, Tinimaus and
most especially to dgm22 for helping me to work out a solution for this difficult
problem.

DR2004: Dark Ritual: Talking to Morrigan, restored two player responses ("Why did
you not mention this earlier, then?" and "But I need your help against the
archdemon") that you would only see if Alistair had left your party permanently.
Corrected to the intended check that *Morrigan* had *not* previously left the party
permanently.

DR3005: Dark Ritual: Morrigan refers to Leliana or Zevran as your "beloved" even
if you're just in the light flirting stages with them. Now checks for at least
ADORE.

DR3006: Dark Ritual: Morrigan will only call the player "My love" if she is
actually in love. Previously, she'd do so merely for having an active romance,
which could be true even if it never went beyond light flirting.

DR3007: Dark Ritual: Restored a previously inaccessible The "Story So Far" update
(which is attached to each saved game and sometimes seen on loading screens) when
Morrigan's offers the ritual.

DR3008: Dark Ritual: Morrigan will now acknowledge a female Warden's relationship
with Leliana.
DR3009: Dark Ritual: Female wardens can no longer say that they will perform the
Dark Ritual with Morrigan (even though it doesn't actually lead to the Ritual).

DR3010: Dark Ritual: When talking to Alistair about the Dark Ritual, one of your
replies, "I know we aren't friends, but I need you to trust me" would appear for
everyone. It will now only appear for those who are not in a romance with Alistair
and have less than Warm approval, as was intended.

DR3011: After the Dark Ritual: Restored a previously inaccessible response by


Morrigan to "This "entanglement? Is that all it was to you?" if Morrigan was in
love with the player when discussing the Ritual the morning after.

DR3012: After the Dark Ritual: If you broke up with Morrigan after the ritual,
the flag that she was "STILL_IN_LOVE" would be set even if Morrigan was never in
love with the player in the first place. Just having an active romance was all
that was necessary. Among other effects, this could trigger her Ring epilogue even
if her approval had dropped quite low. Morrigan will now need to be in love with
the player during the breakup to be still in love afterwards. The Ring epilogue
will only occur if Morrigan loved the player at some point. Speaking of which...

DR3013: After the Dark Ritual: It is no longer necessary to break up with


Morrigan after the Ritual to get her Ring epilogue in Origins. You can avoid the
breakup by just not talking to her afterwards, and by avoiding that, you should
also get the dark haired sorceress epilogue in Awakening. Note that if you do talk
to her and break up, then you cannot get the "dark haired sorceress" epilogue in
Awakening.

DR2014: After the Dark Ritual: 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.
(v3.0) This fix has been significantly improved. Even with the fixes in v2.0, it
was possible to talk to Alistair/Loghain but change your mind and not ever mention
the ritual to them, but they'd still sometimes know about it, especially when
talking to Alistair after the coronation. They really shouldn't ever know more
than you tell them now.

FB0000: FINAL BATTLE

FB3001: City Gates: Restored a previously inaccessible The "Story So Far" update
(which is attached to each saved game and sometimes seen on loading screens) upon
arriving at Denerim.

FB3002: City Gates: After choosing your final party for the Battle of Denerim, if
Dog was the only party member left in the party pool, a disembodied Leliana would
agree to help defend the city gates.

FB2003: City Gates: After Riordan's talk, 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 to ejoslin for spotting this less than obvious bug. (v3.0) My fix
in previous versions may not have been sufficient to fully fix this issue. It
should definitely work now.

FB3004: City Gates: After Riordan's talk, when speaking to Morrigan, fixed bug
that would abort the conversation if you said "I love you, Morrigan", preventing
her final line from being delivered.

FB2005: City Gates: After Riordan's talk, if Alistair was coming with you and
hostile, the conversation would abort ending the entire City Gates sequence
prematurely.

FB3006: City Gates: After Riordan's talk, you could tell Alistair "I'll be back,
don't worry about me" only if you refused the Dark Ritual. Per scripting comments
and logic, this should have been if you *didn't* refuse the ritual.

FB3007: Market/Alienage: When hunting the generals in the Market and Alienage,
upon leaving the first area you visited and entering the second, you would get an
erroneous journal entry stating that the second area you just arrived at had been
destroyed by the darkspawn. The only way you'll get those journal entries now is
1) if you enter the Market or Alienage, then leave it (see next fix) before killing
the general there, or 2) you reach the Fort Drakon Exterior without killing them,
since at that point there is no way to get back to the Market or Alienage.

FB3008: Market/Alienage: It was possible to leave the Market District without


killing the General, but not the Alienage. It is now possible to leave both areas
without killing the General there - however, this will result in the darkspawn
destroying the area immediately (see previous fix).

FB3009: Market/Alienage: Hovering the mouse over the exit at the far end of the
Alienage would read "Market", even though it pulled up the city map, and it would
always reactivate the market district even if it had already been cleared. That
exit transition will now be labeled "City Map" like all the other transitions, and
it will no longer reactivate the Market area if it has already been closed off for
any reason.

FB3210: Alienage: Fixed bug that prevented elven mages, and only elven mages,
from being able to ask Shianni and the elves to help defend the Alienage. Thanks
to Totalbalance of the Nexus forums for making me aware of this one.

FB3310: Alienage: Added seven missing doors to the Alienage area. Thanks to
sialivi for making me aware that the area was missing several.

FB3011: Fort Drakon Exterior: Restored a party bark in the Fort Drakon exterior,
just before entering the large double doors into the Fort itself.

FB3012: Fort Drakon Rooftop: Talking with Alistair about who kills the archdemon,
you could say to Alistair "We're not friends, Alistair. Why sacrifice yourself?" if
you had low enough approval, but (per scripting comments) it should also have
checked that Alistair wasn't being romanced. If you were romancing Alistair, the
replies would be inconsistent. (e.g. "I'm not doing it for you. But I'm doing it
for you.").

FB3013: Fort Drakon Rooftop: Talking with Alistair about who kills the archdemon,
restored an inaccessible dialogue branch should you be in a romance but not in love
with Alistair.

CO0000: CORONATION

CO3001: Coronation: If Alistair and Anora were engaged and Loghain was recruited,
only Anora would be crowned in the coronation cutscene. (v3.1) Thanks to Thandal
of the Nexus forums for spotting during the beta that the joint coronation wasn't
working if Loghain was executed. Fixed.
CO3002: Coronation: If Alistair was not made king and was not taken to the roof
of Fort Drakon, he would not appear at the coronation, post-coronation or funeral.
But if he was executed by Anora, he would! He will always appear now if he wasn't
killed and he didn't leave forever at the Landsmeet.

CO3003: Coronation: Arl Eamon would only appear at the coronation, post-
coronation or funeral if Alistair was made king (potentially meaning Connor attends
the funeral by himself!). He will always appear now.

CO3004: Coronation: If the player chose a monument as their boon from Anora, and
anyone other than Loghain killed the Archdemon, Anora would dedicate the monument
to Alistair even if he survived. This restores a previously inaccessible dialogue
line where Anora dedicates the monument to Duncan and Riordan.

CO3005: Coronation: If the player chose a monument as their boon from Anora, the
relevant plot flag was not set. I have no idea if this makes a difference in any
DLC or sequel (it has no effect on the DA:O epilogue), but any effects it might
have should now work the same regardless of who grants it.

CO3006: Coronation: City Elves only: Fixed bug that would usually prevent being
able to choose Soris as the Bann of the Alienage for your boon, depending on how
you opened his cell door back during "Rescue The Queen".

PC0000: POST-CORONATION

PC3001: Post-Coronation: Talking to Alistair, restored an inaccessible line meant


for Alistairs who broke up with the player while he was in love with them.

PC3002: Post-Coronation: Talking to Alistair, a human noble female marrying him


without being in a romance would get his neutral/hostile dialogue ("We're not
exactly friends") even if he was at warm or friendly.

PC3003: Post-Coronation: Talking to Alistair, if he is in love, you could ask


"And what about Anora?" if his marriage to her was arranged prior to the Landsmeet,
even if the Landsmeet led to a different outcome.

PC2004: Post-Coronation: Talking to Anora after the coronation, Anora will no


longer act as if Alistair is still engaged to her if he is no longer alive.

PC3005: Post-Coronation: Talking to Arl Eamon, if the PC becomes king, Arl Eamon
says he will remain in Denerim to advise King Alistair.

PC3006: Post-Coronation: Talking to Arl Eamon, if Alistair became king but left
the party because Loghain lived, Arl Eamon would fail to stay in Denerim to advise
him.

PC3007: Post-Coronation: Talking to Arl Eamon, a line that was only meant to play
if you allowed the Fade demon to keep her link to Connor would always play for
everyone.

PC3008: Post-Coronation: Talking to Arl Eamon, if the PC killed Connor, Eamon


would speak as if both Isolde and Connor were dead. If Isolde killed Connor, Eamon
would speak as if both Isolde and Connor were alive.

PC3009: Post-Coronation: Talking to Fergus, a response that was supposed to show


if the player was to marry either King Alistair or Queen Anora has been restored.
PC3010: Post-Coronation: Talking to Leliana at ADORE or LOVE, she will no longer
bring up a female warden's impending marriage to Alistair if Alistair did not
survive the final battle.

PC3011: Post-Coronation: Talking to Leliana, a line for wardens that was only
supposed to play if Leliana was at ADORE or higher instead played for female
wardens romancing Leliana at any approval rating, and male wardens even if they
weren't romancing her at all.

PC3012: Post-Coronation: Talking to Leliana, a line she was meant to say at


Hostile or Neutral was only playing if she was Hostile.

PC1013: Post-Coronation: 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.

PC1014: Post-Coronation: 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. (v3.0) In the v1.0 fix, Dog would get a "Happy Bark" stringhead but he
could not be heard actually barking. He will now respond in a manner befitting the
occasion, complete with audio.

PC3015: Post-Coronation: Dog will no longer be present at the post-coronation if


he was not recruited.

PC3016: Post-Coronation: If Oghren's personal quest was completed, Felsi would


appear next to him after the coronation. She has been removed, since in his
dialogue he says "I might just look up Felsi again" under those conditions.

PC3017: Post-Coronation: Talking to Oghren, a line meant to show at neutral or


hostile was only showing for warm or better.

PC3018: Post-Coronation: Talking to Sten, two lines meant to show at neutral or


hostile were only showing for hostile.

FU0000: FUNERAL

FU3001: Funeral: The new king or queen automatically grants the race/class based
boon that can be chosen by the player if they survive (exception: Dwarf
Commoners), but these boons had no effect on the epilogue slideshow. Now they
will.

FU3002: Funeral: If Alistair delivers the funeral speech for a female warden, any
active romance at all with any follower was treated as if the player and that
interest were in love. It will now be consistent with all the other gender/ruler
combinations, which require actual love for the romance to be acknowledged.

FU3003: Funeral: If Alistair delivers the funeral speech for a female warden, he
would say "There was a time when I thought... we would be together forever." even
if he never romanced the player at all and was only at Warm approval. That line
will now only play if Alistair was in love with the player when they broke up, as
scripting comments indicate was the intent.

FU3004: Funeral: Connor had the appearance of an elven boy during the funeral.
He will now look like Connor. Credit for making me aware of this one goes to
theskymoves and the readme of her "Connor Isn't an Elf! Epilogue Fix" mod. Note
that she cleans up his appearance in her mod, removing bruising, etc. I do not -
he will look like Connor did in Redcliffe, bruises and all. If you wish to clean
Connor up, feel free to replace my version of Epilogue Connor with hers (file
epi200cr_connor.utc).

FU1005: Funeral: 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).

FU3006: Funeral: Zathrian would only appear at the player's funeral if he


sacrificed himself to end the curse.

FU3007: Funeral: Brother Genitivi would always appear at the funeral, even if he
was killed.

SL0000: SLIDESHOW / EPILOGUE

SL3001: Slideshow: If the conditions for seeing one of (Redcliffe Tavern) Bella's
slides is true, it will now be seen regardless of the outcome of the unrelated
quest "A Missing Child". (v3.2) Under certain conditions in v3.0 and v3.1, this
fix could cause the epilogue slideshow to abort prematurely. Fixed in v3.2.

SL3002: Slideshow: You will no longer get the slide that Flemeth is dead if you
never killed Flemeth.

SL3003: Slideshow: If you tainted the ashes and killed the dragon, the epilogue
will no longer state that the dragon still lived and began attacking Ferelden.

SL3004: Slideshow: If Genitivi is sent home early on, and you later go to Denerim
and tell him you found the Urn, he gets his expedition but the epilogue would play
out as if he never returned to Denerim.

SL3005: Slideshow: If Zathrian died and Lanaya was made Keeper, the epilogue
would always play out that the elves were granted their own lands, even though this
was only meant to be a boon available to Dalish Elf PC's.

SL3006: Slideshow: The epilogue slides regarding the following boons would only
appear if granted by Anora - they would not appear if they were granted by
Alistair: making the mages independent (mages), stripping the Howes of their lands
and restoring Highever (human nobles), sending aid to Orzammar (dwarves) and making
the PC the Bann of the alienage (city elves).

SL3007: Slideshow: Restored the City Elf epilogue slides should the player choose
themselves, Shianni or Soris as the new Bann of the alienage.

SL3008: Slideshow: Restored the slides for the fate of Connor or Isolde that
would not play if Arl Eamon remained in Denerim to advise Alistair. (v3.2)
Removed playing Isolde's epilogue when both she and Connor survived under this
circumstance as it creates an inconsistency with Dragon Age 2. Many thanks to
TotalBalance on the Nexus forums for alerting me to that inconsistency.

SL3009: Slideshow: If the PC becomes king, in the slideshow Arl Eamon remains in
Denerim to advise King Alistair.
SL3010: Slideshow: If the player did not survive the final battle, you'd get
Wynne's Warm epilogue if her approval was greater than 3. Warm requires 26
approval.

SL3011: Slideshow: Restored an inaccessible epilogue for the post-werewolf humans


should Zathrian sacrifice himself to remove the curse.

SL3012: Slideshow: Alistair's love epilogue at the end of the slideshow will now
only play if Alistair isn't king, as he is clearly still primarily a Grey Warden in
them and they significantly contradict the beginning of the slideshow if Alistair
is king. (Unfortunately, there is no slideshow epilogue for "The Warden stayed in
Denerim as King Alistair's mistress.", sorry girls. You have to marry him or not
make him king to keep the romance going, apparently.)

SL3013: Slideshow: Alistair's love epilogue slides will now only play if he's
actually in love, rather than just in an active romance with the player.

SL3014: Slideshow: Restored two slides (one in Morrigan's epilogue, and one in
the player's epilogue if he chose to return to the Grey Wardens) related to the
Dark Ritual that would only show if the player themselves (and not Alistair or
Loghain) performed the Dark Ritual with Morrigan.

SL3015: Slideshow: A male warden romancing Zevran will no longer be referred to


as "the woman he loved" in the slideshow.

PI0000: PLOT ITEM REMOVAL

PI3001: "Food" and "Water", quest "The Hungry Deserter": You could get the food
and water and then just never give them to the prisoner, or kill him and then steal
them from the guard, which if you didn't open the chest would leave the food and
water stuck in your plot items forever. They will now be removed regardless of how
this quest is ultimately completed.

PI3002: "Beloved Amulet", quest "Last Will and Testament": As the Beloved Amulet
that you get when you open the lockbox has no use as a quest item, it will no
longer be a plot item and can be sold. Credit to aeroldoth for making me aware of
this one.

PI1003: "Rigby's Last Will and Testament", quest "Last Will and Testament": This
item will now be removed upon opening the lockbox, delivering the lockbox, or
failing the quest.

PI3004: "Letter", quest "Attack at Nightfall": Berwick's Letter will now be


removed after the Redcliffe siege, as it serves no further purpose after that
point.

PI1005: "Scroll of Banastor", quest "The Scrolls of Banastor": Removed upon quest
completion.

PI1006: "Topsider's Hilt", "Topsider's Pommel" and "Topsider's Blade", quest "An
Admirable Topsider": Removed upon quest completion.

PI1007: "Feldspar Ring", quest "Have You Seen Me?": Removed upon quest
completion.

PI1008: "Letter", quest "Friends of Red Jenny": Removed upon quest completion.
PI1009: "Letter of Condolences", quest "Notices of Death": Accepting the quest
gave 5 letters for only 4 widows, leaving an extra. Accepting the quest will now
only give 4 letters, eliminating the need to remove it upon quest completion.

PI1010: "Grey Warden Documents", no marked quest: Removed upon giving the
documents to Riordan.

PI1011: "Worn Amulet", quest "Hearing Voices": Removed upon quest completion.

PI1012: "Bundled Testimonies", quest "Defending the Collective": Removed upon


giving the testimonies to Knight Commander Harrith (they were already removed
correctly if given to Knight Commander Tavish).

PI3013: "Key to Front Hall Door": During the "Captured!" quest, it is possible to
acquire two of these keys, but only one was removed at the end. Both will be
removed now.

PI1014: "Corpse Gall", quest "Skin Deep": Removed corpse gall upon quest
completion. (v3.0) As this item continues to drop even after the quest is
completed all the way till the end of the game, it is now removed an additional two
times: Upon going upstairs in Redcliffe Castle post-Landsmeet, and at the
coronation.

PI3215: "Forged Documents", quest "Betrayed From Within": If you accepted the
quest but then crowned a king before planting the papers, the quest would be closed
as failed but the Forged Documents would be stuck in your inventory forever.
Thanks to TotalBalance of the Nexus forums for making me aware of this one.

PI3016: "Slaver's Document, "Paedan's Orders", "Silversmith's Key", "Vial of


Dragon's Blood": A number of other plot items with no better earlier point at
which to remove them will be removed upon going upstairs in Redcliffe Castle post-
Landsmeet.

IF0000: ITEM FIXES (note: Fixed and new items will import to Awakening and other
DLC correctly)

IF3001: "Piece of Wood": This mage staff was not restricted to mages.

IF3002: "Malign Staff": This mage staff was not restricted to mages.

IF3003: "Chevalier Armor Set": The set bonus for wearing this complete armor set
gave a -3 penalty to willpower instead of a +3 bonus as intended. Fixed. Credit to
TotalBalance on the Nexus forums for making me aware of this one.

IF1104: "Ageless": This greatsword will now drop with rune slots enabled, no more
need to workaround by selling to a DLC merchant and repurchasing to activate them.

IF3005: "Crow Dagger": This dagger will now have rune slots enabled if acquired
at a high enough level.

IF3006: "Imperial Edge": This longsword will now have rune slots enabled.

IF3007: "Fang": This dagger, a City Elf's possible reward for completing "Unrest
in the Alienage", had different stats in the PC version versus the console
versions. The PC version's stats are terrible enough for the level at which it can
be acquired as to qualify as a bug in my view. The dagger's stats now match that
of the console versions of the game. Credit for making me aware of this one goes
to Kromtar and his "Unobtainable item BUGFIX" mod.

IF3008: "Helm of the Red": This reward from Bann Teagan for saving everyone
during "Attack at Nightfall", arguably the single hardest challenge in the game,
was always Tier 3 Steel, potentially rendering it 3 to 4 tiers lower than the worst
equipment the player would likely have equipped at the point it is received. I've
judged this potential extreme imbalance between challenge/reward, not to mention
its history as a noble family heirloom, to be deeply immersion breaking. Its
material will now scale to the player's level at the time it is received. See
RE3033 for more information.

IF3009: "Shielded Dwarven Armor": This reward from Owen for undertaking "Lost in
the Castle" successfully was always tier 3 steel, despite Oghren praising it as a
"fine piece" that he would be "honored to wear into battle" despite Oghren already
being equipped with armor offering at least twice as much protection as this "fine
piece" when you first meet him, and despite Owen crafting some of the highest
quality material items in the game. I've judged this reward to contradict
Oghren's dialogue and as such an immersion breaker. Its material will now scale to
the player's level at the time it is received. See RE3033 for more information.

IF3010: "Owen's Remasterwork": This reward from Owen for undertaking "Lost in the
Castle" unsuccessfully was always tier 2 gray iron, making this "masterwork" worse
than the common loot Studded Helm that can drop during Origin stories, despite his
crafting some of the highest quality material items in the game. I've judged this
reward to be contradicted by its own name and description and thus somewhat
immersion breaking. Its material will now scale to the player's level at the time
it is received. See RE3033 for more information. (v3.2) Now scales only up to
tier 4 veridium, as that appears sufficient to resolve the discrepancies.

IF3011: "Enchanter's Staff": This reward from Isolde (or Arl Eamon, if she
promised a reward but did not survive) for reviving Arl Eamon in "The Arl of
Redcliffe" was always tier 1 iron. Wynne has the exact same staff when you acquire
her, except hers is at least tier 3 steel or better. This is deemed to directly
contradict Isolde's statements that her staff possesses "great power", that it is
"by far the most valuable thing" she owns, and that "the one good thing that came
out of my grandfather's life was this staff". Its material will now be tier 6
silverite (due to a bug that would be very problematic to fix directly, staves can
unfortunately not be scaled to the player's level). See RE3033 for more
information.

IF3012: "Thorn of the Dead Gods": The tier 2 and tier 3 versions of this dagger
had their bonuses reversed. Note that the tier 2 version is available on a
merchant in Lothering, and thus this bug incorrectly made it one of the best
weapons available in the early portions of the game.

IF3013: "Templar Gauntlets": These gloves, unobtainable and only worn by Templar
NPC's, now has the same material progression as the rest of their armor set. This
prevents the gloves from having a markedly different coloring than the rest of the
armor set in the early game. Credit for making me aware of this one goes to
theskymoves and the readme of her "Templar Armor Fix" mod.

IF3014: "Royal Aeducan Mace": New item replaces "Aeducan Mace" reward from Bhelen
for making him king with high political support. His prior reward is the same tier
2 gray iron mace given to a noob Dwarf Commoner during their origin. See OR3091
for more information.
IF3015: "Harrowmont's Staff": Stats improved. Dog can fetch you a better mage
staff during the human noble origin than the vanilla version of this staff. See
OR3091 for more information.

IF3016: "Trian's Maul": Stats improved. See OR3091 for more information.

IF3017: "Endrin's Mace". Stats improved. This item was previously inaccessible
in game. See OR3091, IR3011 for more information.

IF3218: "Noble Clothing": The file for one particular set of this type of
clothing could sometimes become corrupted, leaving some male characters in their
underwear (including the man just outside the Gnawed Noble Tavern in Denerim and
three nobles at the post coronation.) This should no longer happen.

IF3219: "Noble Clothing": It was possible to attain this item from certain
characters as a rare drop that only looks correct on a single gender, and if
equipped by the other gender produces a yellow covering with the words "DO NOT USE"
on it. I have removed this drop from the following characters: Ignacio, the
Chamberlain zombie in Redcliffe castle, Nelaros in the City Elf origin, and two
Disguised Crows in the "Ransom" portion of the Trial of Crows. If anyone is able
to find another creature that can drop this item in normal gameplay with my fixpack
installed, please let me know. Thanks to firepanda of the Nexus forums for making
me aware of this one.

IF3220: "Ignacio's Dagger": This NPC only item, which was definitely never meant
to be acquired by the player, will no longer be attainable as a rare drop from
Ignacio.

IF3321: "Mage Robes": "Apprentice Robes", "Tranquil Robes", "Senior Enchanter


Robes": The specular mask for these robes when worn by females was missing and has
been restored, allowing for them to reflect surrounding light and shadow and making
them much less drab. Many thanks to Illusia for making me aware of this one and
showing me how to correct it.

IF3422: Heavy Gloves: The sort order for heavy gloves in your inventory has been
fixed. They were previously sorted as and mixed in with light gloves. Thanks to
Illusia for making me aware of this one.

IF3423: "Dwyn's Sword": This weapon (obtainable only by killing Dwyn) will now
sort properly with other longswords in your inventory. It would previously sort at
the bottom of the inventory list. Thanks to Khuu for making me aware of this one.

IR0000: ITEM RESTORATIONS

IR1001: "Ancient Elven Boots": These previously unobtainable boots will now
appear in the Lothering Chantry cabinet. They were only missing from there in the
PC version of the game.

IR3002: "Tattered Notebook": In the unmodded game, when asking Dog to fetch, you
could get "Dog has brought to you a tattered old book. Some of the pages have been
chewed", along with codex entry "A Very Chewed and Moist Book", but the previously
unobtainable item "Tattered Notebook" was not added to your inventory. It can be
given as a gift which is preferred by Wynne.

IR3003: "Botanist's Map of Thedas": A chest containing a previously unobtainable


gift for the Secret Companion in Arl Eamon's castle in post-Landsmeet Redcliffe has
been moved from it's location behind an unopenable door to an accessible location,
restoring the Botanist's Map of Thedas to the game.
IR3004: "Dwarven Defender": This previously unobtainable crossbow will now be
dropped by Rogek in the Orzammar slums if you kill him (it was actually already
equipped as his only weapon, I have just made it drop on his death). Note that
killing him means you won't be able to claim his reward from his quest, so
obtaining this weapon will be rather expensive.

IR1005: "Nugbane": This previously unobtainable crossbow 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. Note that if you steal it from him in the Commons, you will not be able to
steal a second copy when he appears later in the Assembly.

IR3006: "Greagoir's Shield": Similar to Nugbane, this previously unobtainable


shield was marked to be stealable, but because it was equipped to him it couldn't
actually be stolen (and just like Nugbane, there's no other purpose to having it or
it being equipped because it does not appear graphically on his character anyway).
Greagoir's Shield is now unequipped and stealable.

IR3007: "Gateway Amulet": This previously unobtainable amulet can now be obtained
by killing the Gangue Shade, summoned in an unmarked mini-quest which previously
had no other reward.

IR3008: "Dead Metal Bucket": This previously unobtainable helm can now be
obtained by completing the quest "The Lost Nug", as scripting comments indicate the
quest was supposed to award a "special bonus item" upon turning in the last nug as
a prize but did not do so.

IR3009: "North Ward": This previously unobtainable amulet has been restored (made
droppable) on the Genlock Master Assassin on the Fort Drakkon second floor during
the climax.

IR1010: "Shaperate's Blessing": All three forms (greatsword, mace, and mage
staff) of this bugged and unobtainable reward for the codex miniquest "The Shaper's
Life" have been restored to the game.

IR3011: "Endrin's Mace": This possible reward from Harrowmont for crowning him
king with high support from the assembly was previously unobtainable because due to
a host of bugs it was impossible to get him anywhere near enough support. The
stats on the item were also pathetic and have been upgraded to be balanced with the
high difficulty of obtaining the item. It can now be obtained via working for
Harrowmont either publicly or covertly. See OR3030, OR3091 and IF3017 for more
information.

IR3012: "Greater Tome of the Mortal Vessel": This previously unobtainable tome
can now be bought from the restored merchant in Haven (only restored under certain
conditions). See UR3009 for more information.

IR3013: "Greater Elixir of Grounding Recipe: This previously unobtainable recipe


can now be bought from the restored merchant in Haven (only restored under certain
conditions). See UR3009 for more information.

IR3214: "Fade Wall" (Partial Restoration): Although this item was obtainable in
the base game, it had a very low chance to drop (~5%). Only two notable unique
items in the game (see IR3215 for the other) suffered from this low drop rate. As
there is strong evidence that rare drops of unique items were never intended, this
item will now drop consistently. Credit to firepanda of the Nexus forums for
making me aware of these and discovering a designer quote backing up that it wasn't
intended.

IR3215: "Robes of the Gifted" (Partial Restoration): Although this item was
obtainable in the base game, it had a very low chance to drop (~5%). Only two
notable unique items in the game (see IR3214 for the other) suffered from this low
drop rate. As there is strong evidence that rare drops of unique items were never
intended, this item will now drop consistently. Credit to firepanda of the Nexus
forums for making me aware of these and discovering a designer quote backing up
that it wasn't intended.

RD0000: REDACTED FROM PREVIOUS VERSIONS

RD3001: (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. REDACTED
IN v3.0. This was the only "combat rule" fix in previous versions, and it has been
removed for maximum compatibility with those kinds of mods.

RD3202: (v1.0, v2.0, v3.0, v3.1 - listed as RQ012 in v3.0 and v3.1) "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. REDACTED IN v3.2: Much credit to ViktoriaLanders of the Nexus
forums, who pointed out: "If you get Cauthrien's sword mid-fight but then lose
the fight and end up with rags in prison, isn't it normal that Cauthrien's men will
retrieve the greatsword and return it to their boss?" Clearly. Kudos, didn't
think of that. And there's no way to get Captured! with Cauthrien dead, therefore,
RQ012 has been replaced with a more logical fix to the issue (RQ3212).

RD3203: (v3.0, v3.1 - listed as RE033, IF011 and IF013 in v3.1): These fixes
originally also scaled Eamon's Shield and Pyromancer's Brand. After receiving
input from various Nexus forum members, I have agreed that there is insufficient
evidence that they qualify as a bug and the changes have been REDACTED IN v3.2.

RD3104: (v3.0 - listed as LO005 in v3.0) "A Fallen Templar": This quest's name
has been changed to "A Fallen Knight", and all other pointers to Ser Henric being a
Templar changed to Knight, in order to be consistent with Ser Donall's dialogue and
the "Knight's Note" that clearly identify him as a Knight serving the Arl of
Redcliffe, not a Templar. REDACTED IN v3.1: After five days of heated argument,
discussion and research, in my judgment the vanilla game is entirely internally
consistent. All Templars aside from recruits are also knights (credit to dgm22 of
the Nexus forums for doing the research to prove this conclusively), correctly bear
the title 'Ser', and Redcliffe does have Templars assigned to its Chantry. It also
provides a much needed explanation for why those Templars are not there to help
defend the village. Nothing in this quest is inconsistent with that or any other
game lore, and I am deeming it Not A Bug.

RD3005: (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. REDACTED IN v3.0: Further investigation revealed the
true bug causing this issue (and many others): Filda was supposed to disappear
after completing her quest (in any way) once you left the Commons, but instead she
disappeared when a King was chosen (and she did have some post-King dialogue that
could therefore never be seen, as well as making this quest uncompletable if you
didn't finish it before the King was crowned). By removing her at the proper time,
many reported issues including this one can never happen. This issue is now
resolved by OR3065.

RD3206: (v2.0 - listed as IB014 in v3.0 and v3.1) 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. REDACTED in v3.2: Upon hearing it in game and further review, I've
reconsidered that evaluation. It's quite plausible the original condition was
intended.

RD3407: (v1.0 - listed as ST1001 in v3.3) 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. REDACTED in v3.4: I did this one back in v1.0 seven
years ago due to a player request, but I've never liked it. The codex entry really
*doesn't* imply you had met him, and I see no good reason to refrain from adding it
even if you refused to talk to him for some reason. It definitely doesn't justify
the two relatively important files that it adds to the Affected Files List all by
itself either. Redacting this improves compatibility more than most fixes would.

CREDITS:

SOFTWARE TOOLS USED IN DEVELOPMENT: Dragon Age Toolset (including FaceFX Studio),
FMOD, Goldwave, Audacity, pyGFF

(v3.4) Special thanks to Portucally, Illusia and Alehazar who were particularly
helpful in testing and bug reporting following the release of v3.2.

(v3.2): Many thanks are due to a few Nexus forum posters who went the extra mile
in helping test the beta versions and producing detailed reports, and they deserve
special mention: Totalbalance, dgm22, firepanda, Thandal, sialivi.

(v3.0): The following is the credits from my version 2.0, from seven years ago.
Version 3.0 has been even more of a solo project, though I did get some testing
help from folks on the forum, and I did find out about some bugs from a few mod
readmes, and where credit to them is due for versions 3.0+, I give the credit in
the individual bug listing. Note that I have never downloaded anyone else's mod or
looked further into what they did than looking at the readme to find out about an
issue, and I do extend credit if I did that much. If I didn't extend credit, I
found out about a bug through my own testing or from the Dragon Age wiki.

(v2.0 and prior:)

While version 1.0 was a solo project, I did consult with and was offered help by
several other DA modders in producing some of the fixes of version 2.0. In
particular:

ejoslin, creator of the Zevran Dialogue Fixes mod, kindly gave her permission to
consult the project details page of that mod in order to identify for me a good
number of bugs, and even offered me access to the actual files in her mod (though I
did not take advantage of that kind offer).
Many thanks to Lady Olivia, creator of the Alistair Dialog Patch for her
enthusiastic help in pointing me toward many bugs, especially in Alistair's
dialogue, and for providing most of the sound files necessary for some of the
fixes. In particular, many thanks and kudos for coming up with a very elegant
solution to enabling the pre-Joining Alistair discussion about the Joining without
losing any existing content.

Also, many thanks to weebeady of the Companion Mod Authors group, for pointing me
to several dialogue bugs I had missed otherwise, and especially for providing me
with an excellent solution to the Fort Drakon Rooftop Alistair-Isn't-King issue.

My gratitute also goes to didymos1120 for providing me with the new coordinates for
the undisarmable traps fixed in version 2.0.

Additional thanks to weebeady and Charsen for going the extra mile in helping me
figure out how to work with FSB and FEV files in the pursuit of adding sound clips
to dialogues.

Finally, many thanks to Nukenin for doing the legwork on figuring out the
importance of the module's Priority field. I highly recommend Nukenin's Healing
Received Fix.

RELEASE HISTORY:

Version 1 released April 15, 2010


Version 1.1 released April 17, 2010
Version 2.0 released May 20, 2010
Version 3.0 BETA released June 11, 2017
Version 3.1 BETA released June 24, 2017 (originally released as v3.01 BETA)
Version 3.2 released July 23, 2017
Version 3.3 released August 21, 2017
Version 3.4 released November 30, 2017

v3.1 changes (codes have been updated to the new system):

Removed core-en-us.tlk and many plot files and includes that were automatically
generated by the toolset but are not necessary
Redacted LO005 - see RD3104
Added GL3105, CM3102, LE3115, MO3111, MO3137, ST3115, WY3107, WY3108, LO3120,
BF3112, BF3113, BF3126, CT3102, CT3131, RE3103, RE3109, OR3128, CA3104, LA3110
Improved or extended DN3001, AL3003, BF3004, OR3041, LA3003
Previously broken, corrected: MO3018, DE3001, CO3001

v3.2 changes:

Redacted and replaced RQ012 - see RD3202 and RQ3212


Redacted IF011, IF013, IB014 - see RD3203 and RD3206
Added documentation only of GL3006
Added GL3207, GL3208, GL3209, AL3206, WY3205, ZE3207, ZE3210, ZE3216, OS3215,
LO3216, LO3219, BF3237, BF3239, CT3211, CT3220, CT3222, CT3229, RE3212, RE3234,
RE3241, RE3242, RE3250, DE3210, DE3218, MC3206, MC3207, OR3208, OR3254, OR3289,
OR3291, RA3204, RA3205, UR3219, CA3205, UA3221, LA3208, LA3209, LA3211, LA3226 (New
restoration!), FB3210, PI3215, IF3218, IF3219, IF3220
Improved or extended: OG3003, OG3014, BF3028, RE3033, DR2014, SL3008, IF3010
Previously broken, corrected: DA3002, CT3025, OR3092, DR2003, SL3001

v3.3 changes:
Added: HN3301, CT3311, RE3323, RQ3309, LA3320, FB3310, IF3321
Previously broken or incomplete, also corrected by v3.2 hotfixes: LA3110, LA3211,
UA3019, UA2023, UA3024, UA3027
Previously broken or incomplete, fixed in v3.3: MO3001, CT3211, RE3242

v3.4 changes:

Added: GL3410, CM3401, OG3407, ST3401, ST3402, OS3401, OS3408, CT3402, MC3408,
DE3409, DE3415, CW3422, OR3442, LA3425, IF3422, IF3423
Redacted ST1001 - see RD3407
Previously broken or incomplete, corrected: RE3242, SL3007

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