Dragon Age: Origins

2337 comments

  1. TommyIrianto
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    For you guys out there who downloaded the Core Mod required NOT as a .DAZIP file but as a .ZIP file instead. I'm sorry but I think if you are using Chrome, you can only get a .ZIP version. To install it correctly, simply change the .ZIP file by renaming it into .DAZIP file.. And you can install the mod as intended. Or download using Edge or Firefox, that should work too.

    In other words, make sure you install using DAUpdater and nothing else. Because DAUpdater doesn't just slap in the files in there, it also builds a registry of items in the correct ID codes and names to refer to. Without it, the mod won't work.

    For anyone experiencing naked Duncan or invisible/missing limbs. There's definitely a mod conflict somewhere. I've made this mod all those years ago, and in all that years, the modding community keeps growing, with new mods, and massive overhauls everywhere. When it comes to overhaul mods, there's always a risk of conflict with another mod, just like this one.

    This mod is designed to be used best when playing in a new game, not for loading a saved game no matter how early in the game the save is. If you're having issues, my suggestion is to test things out first:

    1. Uninstall everything, your game, your save file, everything in the documents folder..
    2. Reinstall the game, make sure every settings all reset to default.
    3. Install this mod. Remember, always install the CORE mod first, then the MAIN file.
    4. Start a new game, and play around for a while. Try out using the console command to spawn the file, and make sure that Duncan appears properly.
    5. If everything looks okay. Then one by one, install the other mods you have/want.
    6. Everytime you install a mod, start a new game, and do Step 4. again. Make sure Duncan and your item spawn and looks properly.
    7. Chances are, you're gonna come across one or two mod, that after installing it, makes Duncan naked or wear the yellow spandex. Then you'll know which mod conflicts it.
  2. Pinkjewl
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    FINAL UPDATE (I hope) OF THE LIGHT GREY WARDEN ARMOUR LOOKING LIKE MEDIUM GREY WARDEN ARMOUR

    To those who are also having this problem, I've found the solution! Thanks to lemoncanary631 for putting me in the right direction by pointing out that there's something in the Ferelden pack mod that doesn't like this mod.

    Now, to make this mod work with Ferelden pack, you're going to have to delete only two files that can be found here:

    Ferelden pack -> Ferelden armor -> Light armor -> Ferelden scout 

    The files that you specifically need to delete, or remove if you want to keep the files, are these:

    armor_light_variation_wrb.gda

    gloves_light_variation_wrb.gda

    You would also need to delete the file named 'Grey Warden', it also turns the light armour back to medium.

    I hope this helps others who had the same problem as me with this mod!
  3. plagueisd07
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    Hi,

    Could you please advise, what file name should I look for to fix a conflict with the scout hood?
    It makes half of its wearer's head (where the hood should be) invisible (for NPCs, main character and companions alike), while every other equipment works perfectly.
    I uploaded a screenshot here.

    I'd like to delete the conflicting file from the responsible mod, but I have no idea what to look for.

    The two big mods I use are 'Ferelden Elves - DA2 Style' and 'Unique Characters Overhaul'.

    Any help is appreciated!

    EDIT: I was able to fix this issue, but I will leave this comment here in case someone has it in the future.

    The culprit was the qunari mage mask (gen_im_arm_hel_med_magb.uti) from the 'qunari update', it has the same item variation as the Grey Warden Scout Hood (gen_im_arm_hel_med_wlt.uti), both being 177.

    How I fixed it:

    1. Opened gen_im_arm_hel_med_magb.uti with Gff Editor
    2. Simply changed the ModelVariation number from 177 to 178 (see screenshot)
    3. Saved and closed the file.

    After this
    4. Opened helmet_medium_variation_mgb.gda with GDApp
    5. Under 'int', I changed 177 to 178 (see screenshot)
    6. Clicked 'File' then 'Save'

    And that's it! Of course you can change the item variation to another number, but I found that 178 doesn't conflict with any big mod I use, and I use plenty.
    1. GTheGenerous
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      I thought this problem occurred due to the elf mods I used, thanks you for spotting the issue as well as provide a solution!
    2. angelfolks
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      thank you !!!!!!! <3
  4. Shanks47
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    hahaha I was going to download these beautiful armors and I saw the list of mods needed and the number of comments
    goodbye lol
    1. theskymoves
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      The 'list of mods needed' is a list of mods that require GWoF, not a list of mods required by GWoF.
    2. FrancoNQuiroz
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      You should learn to read. This mod has no requirements.
  5. Airsek
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    i
  6. AngieB1974
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    Hi. Im getting back into the game and of course, modded it again. I'm using the additemwithmaterials console mod here https://www.nexusmods.com/dragonage/mods/1387 . I'm wondering if there is a Directory for GWoF for specific Item IDs for seperate pieces, instead of just doing the save and reload glitch for item improvement?
    1. theskymoves
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      The script you are using doesn't include any of the GWoF items, so you can't use it to add upgraded versions.

      The way DAO additem scripts work is they have to specifically reference an item for the command to work. There's no 'universal' or built in additem function.
  7. axident9323
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    what are the runscripts for the armours ?
    1. theskymoves
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      See bullet item #1 in the mod description: "1. You will have access to have DA2 Legacy armor sets to be wearable by you and your party. It can be spawned using the console "runscript givewardenarmors" and it will give you every single grey warden armors and weapons+shield such you need to use the console."

      Note that the Console script does not include the Blighted Warden Commander set. To spawn those items, you can use TSM Blighted Warden Commander Console Script for GWoF.
  8. lalalalala12oo
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    im having a problem where duncan´s sword doesnt appear with the new grey warden texture, i had a mod that changed his armor, but i deleted it, the dagger is back to normal but the sword has the original texture with a reddish look.
     does anyone have this problem? :(
    1. NeoKingArthur
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      Have you tried with a new game?
    2. goinglowkey21ts
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      I know this is really late but I recently discovered this game and I fell in love with it, Anyhow I have the same problem I restart a new game the armor of Duncan is glamour and nice also the dagger is nice but the long sword has the same texture as the default texture.... if there is a way to fix this may I know? 
    3. NeoKingArthur
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      There's probably a mod conflict somewhere that edits the same sword.
  9. naghellboy
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    hi im new to all this modding stuff but so i started a new game with this mod and Duncans armor isn't spawning ??
    1. theskymoves
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      Have you gotten as far as your Warden actually meeting Duncan, or just as far as the opening cutscene?

      Most cinematic (non-conversation) cutscenes in DAO are pre-rendered, and function as short 'movies' that play within the context of the game. Because they are pre-rendered, mods (like character morphs, or equipment replacers) do not affect those cutscenes: they will always use the Bioware default appearance.
  10. shadowbroker12345
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    Does the armor come with auto leveling of tiers? 
    1. NeoKingArthur
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      Yes, it does.
    2. shadowbroker12345
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      How? I'm on level 16 and my armor is still on tier 1. I recognized Alistair's armor is on tier 3 but mine is still on tier 1.
    3. NeoKingArthur
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      Did you sell your gear to a vendor like Bodahn in Camp, exit the map, return again and rebuy the armor from him after he upgrades the tier? That's how the tier upgrade works in game for any armors. If you don't do this process, you would still stuck on the same tier.
  11. ladyv3nom
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    Looking for some input or suggestions, ran into a odd issue with the scout and arcane armors. I've had this mod installed for years and it's worked just fine until recently and I can't figure out the cause. Playing as a mage after you've completed the Joining I'd previously get the correct arcane armor, however now it appears the arcane armor has been somehow replaced with the scout armor. I've tried using the console command and get the same issue, I get the correct boots and gloves and staff but the main armor is incorrect. Anyone have any ideas what could be causing this? 
    1. NeoKingArthur
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      My only guess is that you have another mod that changes the armor ID.. Where that comes from, however, I have no idea.
  12. Crazzy2014
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    Hi I just wanted to know where do you get the warden armors for the companions in Awakening?
    1. NeoKingArthur
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      You can buy them in Wade and Herren's store in Vigil's Keep.
    2. Wulcy
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      They're not showing up in his store.
    3. NeoKingArthur
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      Then you probably have another mod that changes the same store inventory.
    4. Wulcy
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      I have Improved Atmosphere which I noticed changes Herren's clothes. I looked through his shop but I can't find anything that seems modified. I do happen to have "Warden Shields" installed, but he doesn't sell them.

      I looked through his inventory, but I don't notice anything "special" like a unique item or anything that would've been added.
    5. SoulNibbler6669
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      I'm having the same issue with the store! Any updates?
    6. Wulcy
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      Not yet. PM me a list of your mods and I'll cross reference mine with yours to see.
    7. NeoKingArthur
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      Also, it probably doesn't work if you save and reload a save file after you visited the area. This is because of how the game is designed to work with store inventory. If you visited an area the first time, the NPC store inventory will be loaded based on the vanilla game files and any mods on top of it. If there are any incompatibility there, then the NPC store inventory will be generated as is. When you make a save file after this point, whatever inventory the NPC has in their store, will be saved into your save file. So when you load the game again, the game will ignore the mods and not generate a new store inventory and instead will load the inventory that was in your save file. Because of this, no matter how many times you install or remove different mods, the NPC store inventory will remain the same.

      So in order to resolve this, when you install/remove mods, you have to start a new game. Or at the very least, load a save file where you never visit the map area for the first time, that way, once you finished fixing your mods installation, since it is your first time visiting the area, the game will generate a fresh new store inventory which takes the mods into account.
    8. Wulcy
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      I do have a little update. I noticed that the store has an Avvar armor set added to it. I don't think I saw this set before but I'm not sure which mod could be adding it. I don't have an Avvar armor set mod.
    9. theskymoves
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      There are two methods for mods to add items to merchant inventories.

      One method is to directly edit the merchant inventory file (UTM). the drawback to using that method is that the edited UTM will be incompatible with any other UTM bearing the same file name.... if two mods directly edit a file, either only one will be used (negating the changes from the other mod) or the game will ignore both and revert to the vanilla asset. Directly edited UTMs must be installed prior to entering the map where the merchant appears, as merchant inventories are 'baked into' the game's saves as soon as the area is accessed.

      The second method is to spawn the items into the merchant inventory with a PRCSCR script. This method does not have the inherent compatibility issues associated with the direct-edit method, as the script is not altering an existing asset; multiple mods can add items to the same merchant via discrete scripts. But since there are no toolset assets for DAA, scripting things into the expansion is, to be blunt, a PItA. Scripted inventory additions can be installed at any time; the script will typically check to see if the items have been spawned or not and set a plot flag once the action has been completed.

      GWoF uses the first method, directly edited UTM files. (Scripting things into Awakening is, to be blunt, a PitA, and I'd probably do it the same way.)

      So if another mod is also directly editing store_vgk100cr_herren.utm (Herren's Vigil's Keep stock), that would either prevent the GWoF items  from appearing in favor of the second mod's changes, or neither mod's changes will take effect. Inventory additions from PRCSCR scripts will still appear, though, no matter what the situation is with directly edited UTMs.

      That's why items from another mod may show up in Herren's stock, when the GWoF tiems aren't appearing.
    10. enma93
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      I had the same problem, but I managed to fix it so that the armors at least appear in Herren's shop i Vigil's Keep. I use Improved atmosphere
      (IA) and I found that the problem was that the utm-file that changes Herren’s shop wasn’t in the right folder in IA.
       
      This is how I fixed it.
       
      1. I made sure I had a save in awakenings right after the first joinings (so that the area in Vigil’s Keep where Herren’s shop is haven’t been loaded in the playthrough even once).

      2. I turned off the game (naturally)

      3. Since I have the Improved Atmosphere Mod I opened this folder in my Override folder. For me it’s located here: C:\Users\xxx\Documents\BioWare\Dragon Age\Packages\Core\Override\IA 2.0 RC1-577-2-0-\Improved Atmosphere

      4. I then opened the folder called 5.Awakening Expansion, then 5.4 Merchants and lastly Modified Buy from Player Values. In this folder there was a file called store_vgk100cr_herren.utm that was lastly edited 2010-06-21 - this is the wrong file, this came with the Improved Atmosphere Mod!

      5. After this I opened another window to find the file from the Grey Wardens of Ferelden Mod. I found it here: C:\Users\xxx\Documents\BioWare\Dragon Age\Packages\Core\Override\IA 2.0 RC1-577-2-0-\Improved Atmosphere\2.Modules\2.6. Merchants\Modified Buy from Player Values. There’s quite the list of merchants in this folder but look for the file called store_vgk100cr_herren.utm. It’s the same name as the one before, but the difference is that this was last edited 2011-11-28. Copy this file and paste it in the folder in the other window and overwrite the 2010-file.

      6. This did the trick for me, when I went out to Herren’s shop I could buy the armors from him.

      I hope this helped someone (and sorry if I explained it in a backwards kinda way).

      Maybe the armors not appearing in the inventory after the joinings in awakening also has the same cause, that the files are in the wrong folder or something. I will look into exactly which files by cross-referencing with the other folder in the Wardens of Ferelden mod (since I also had this problem).
  13. OSLdrago
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    Is there a command to get the Blighted set? I tried the one that gives all armors but it doesn't give the blighted set. I'm in awakening
    1. theskymoves
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