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Improved Atmosphere 2.

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A Mod for Dragon Age: Origins

1. Description .........................................................................................................................3
2. Installation & Uninstallation ............................................................................................ 4
3. Contents & What is Changed ........................................................................................... 4
1. Global .........................................................................................................................................5
1.1. Animations (Revised in v2.0.) .............................................................................................5
1.2. Materials (Revised in v2.0.) .................................................................................................5
1.3. Tints (Added in v2.0.) .........................................................................................................6
1.4. Items (Revised in v2.0.) ......................................................................................................6
2. Modules .....................................................................................................................................7
2.1. Areas (Revised in v2.0.) ......................................................................................................7
2.2. Characters (Revised in v2.0.) .............................................................................................11
2.3. Placeables (Revised in v2.0.) ............................................................................................. 13
2.4. Conversations (Revised in v2.0.) ...................................................................................... 14
2.5. Scripts (Revised in v2.0.) ................................................................................................... 17
2.6. Merchants (Revised in v2.0.) ............................................................................................ 19
2.7. Rewards (Revised in v2.0.) ................................................................................................ 19
3. PC Origins ............................................................................................................................... 20
4. Companions ............................................................................................................................. 21
4.1. Dialog Changes (Revised in v2.0.) ..................................................................................... 21
4.2. Gear Changes (Revised in v2.0.) ...................................................................................... 24
5. Awakening Expansion ............................................................................................................. 24
5.1. Areas (Added in v2.0.) ..................................................................................................... 24
5.2. Characters (Added in v2.0.) ............................................................................................. 25
5.3. Companions (Added in v2.0.) ......................................................................................... 25
5.4. Merchants (Added in v2.0.) ............................................................................................ 25
5.5. Rewards (Added in v2.0.) ................................................................................................ 26
6. Downloadable Content ........................................................................................................... 26
6.1. Stone Prisoner (Added in v2.0.)....................................................................................... 26
6.2. Warden's Keep (Added in v2.0.) ..................................................................................... 26

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6.3. Return to Ostagar (Added in v2.0.)................................................................................. 26
6.4. Leliana's Song (Added in v2.0.) ....................................................................................... 27
6.5. Golems of Amgarrak (Added in v2.0.) ............................................................................ 27
6.6. Witch Hunt (Added in v2.0.) .......................................................................................... 27
7. Extras ....................................................................................................................................... 28
7.1. Modified Item Properties (Revised in v2.0.)..................................................................... 28
7.2. Awakening Quick Items (Added in v2.0.)....................................................................... 28
7.3. Optional Campaign Mods (Added in v2.0.) .................................................................... 29
7.4. Bodies Stay (Revised in v2.0.) .......................................................................................... 30
7.5. Weapon VFX Remover (Revised in v2.0.) ....................................................................... 30
8. Custom..................................................................................................................................... 31

4. Usage Samples .................................................................................................................. 31


5. Credits and Special Thanks .............................................................................................. 32
6. Conclusion ...................................................................................................................... 32

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When you played Dragon Age, were you disappointed by the lack of life in towns? Were you
bothered by the fact that most ambient NPC’s after Ostagar refused to move a muscle and
were instead just hopelessly standing in one place? Did you enjoy hearing your companions
interact with each other, but were disappointed there were so few instances in which they
would engage in conversation? How about more variety when it comes to your own
equipment and also that of the NPC’s? Wanted the bodies of your victims to remain after you
slew them?

This mod attempts to negate all of these shortcomings, and much more. Before you fully dig
into the mod, however, it's important that we learn a few things about the mod's and also the
game's basic structure. Understanding and memorizing the following guidelines will help solve
most issues you may be having with the mod before, during and after installation:

1. This mod is modular: you can use everything it has to offer or only a small portion of it.

2. Due to the sheer size of the mod, reading through this entire document and customizing
the mod to suit your needs may take a bit longer than your average coffee (or tea, for
those of us who prefer it over coffee) break. How much time exactly depends entirely on
your level of demand. 

3. Dragon Age saves important game data directly into the savegame. For example, when you
receive a new item and then save the game, some information about this item (like
material used and enchantments applied) will be written into your savegame file. Now,
since the game will always read data stored in the savegame first, mods such as this one are
more frustrating to use or delete than they should be. Amongst the affected resources are
items (UTI), areas (ARE), characters (UTC), and merchants (UTM). Resources not affected
are 2DA tables (GDA), scripts (NCS), conversations (DLG, DLB, CUT, STG...), models
(MOR, TNT, MSH, MMH, PHY, etc.), and textures (DDS). All of these resources can also
be found in the mod – you can delete or add the unaffected resources whenever you wish;
it will not affect your current game progress in a significant way. For the affected
resources, you have to be aware of the following before adding or deleting any of them:

- You are advised to start a new game or load a save created before Ostagar (although
some changes were done to player origins as well) to experience everything the mod
has to offer. You could also run into unexpected bugs (like NPC’s being in places they
shouldn’t be in) if you happen to load a save with vanilla module information.
- Deleting any folders which contain items ("1.4. Items" and "7.1. Modified Items")
characters ("2.2. Characters") or areas ("2.1. Areas") after you’ve already played
through a portion of the game with them installed will have a negative effect on your
saves: NPC’s in already visited modules could be missing clothes or be in the wrong
places, some items could disappear from your inventory, and so on.
- If you're unhappy with certain item's stats and decide to change the file of the item in
question, the changes will not take effect until you somehow reacquire the item. A
mod such as the "Add Any Item Visual Deluxe" may help; If you desire total control
over how your item looks and performs, you can also try "The Winter Forge" mod.

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4. Load order in Dragon Age is very important, so it's useful to learn how it functions before
using any mod. Basically, what you need to know is that the game reads files in your
override last, so they take priority over everything else (including mods installed as
AddIns). But file positioning inside the override folder is important as well. For example, it
is possible to put two mods in the override that change the same file(s) but contain
different modifications. We can do that by placing each file into its own folder, and then
name them according to their contents. So, let's say mod A equips different starting gear
on Alistair, and mod B changes his class in addition to what mod A does. Let's call mod A
"1. Alistair diff gear" and mod B "2. Alistair diff gear and class". While having both of these
mods in the override, the game will, once launched, detect both of them, but only the file
scanned last (in our case mod B) will be loaded; mod A will be "overthrown" by mod B. So,
what's the point of it all then, you ask? Well, while this method indeed has little practical
use for the end-user (since you can't use both mods at the same time), it is a godsend for
modders who have few easy means available to make their mod both customizable and
compatible with others. And so, for this and other reasons, this mod takes full advantage
of the load order to allow for as much customization as possible. Please also keep in mind
that for the reasons listed above, I advise against upsetting the load order (by renaming or
moving folders and/or files around) unless you know exactly what you're doing.

Installation: First, extract the "Improved Atmosphere" folder to “…My Documents\Dragon


Age\packages\core\override”.

Second, make sure to read this documentation in its entirety. I cannot stress this enough. This
mod modifies a lot of things, and you very likely will not want all of the changes present in
your game! Also, the usage of certain modules like "1.2. Materials" require some additional
attention (a DAZIP file must be installed).

Uninstallation: Delete the "Improved Atmosphere" folder. If you've played through a fair
portion of the game with this mod installed already, starting a new game is highly
recommended, as described above under "Description".

Note: If, after reading through the next section, you are still uncertain about which modules
to use or not, check out the "4. Usage Samples" section, which should help you come to the
right decision!

Here we’ll take a look at what’s inside each folder, and also what the files inside those folders
do. For easier navigation, names of each section here match the names given to folders inside
the main IA directory. If you'd prefer to use only some parts of the mod, pay special attention
to each folder's "Requirements" and "Subordinates", where you will learn whether the folder is
independent or depended, and if its contents are needed for full functionality of other parts of
the mod. Generally, if the folder has no subordinates, it can be deleted without worry. If not,
thread carefully.

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1. Global

Subfolders & files contained here are the core files of the mod. The mod's other sections
largely depend on these core files, so read everything very carefully if you desire to delete
anything from here.

1.1. Animations (Revised in v2.0.)

Adds many new animation presets to be used by game characters, and replaces one
previously unused animation with a new one that makes using the blacksmith series of
animations (forging a blade) usable. The animations are not perfect (there is some clipping
and NPC's don't use the hammer correctly), but it's still much better than nothing.
Besides, unless you position your camera right next to the NPC blacksmith, you won't
even notice anything's off.

Requirements: is standalone; Subordinates: Areas, Conversations, Scripts

1.2. Materials (Revised in v2.0.)

Adds several new materials to the game: Awakening materials for Origins (White Steel,
Volcanic Aurum, Dragon Wing, High Dragon Hide, Vhenadahl, and Ancestral Heartwood),
Golderite (better than Silverite but worse than Dragonbone), Blue Steel (marginally better
than Dragonbone), Dragonscale (between White Steel and Volcanic Aurum), Fade Metal
(similar to Golderite but lighter) and Elder Dragonbone (marginally better than Volcanic
Aurum). It also makes wood available to be used on weapons, such as the staves.

Additionally, a more detailed or accurate description of some item enchantments &


properties (increased mana/stamina, increased chance to avoid missile attacks, reduced aim
time, etc.) is provided.

Installation: In the "Improved Atmosphere\1. Global\1.2. Materials" folder you will find two
DAZIP files. Install both, using "DAUpdater.exe" located in "Your game installation
path\Dragon Age\bin_ship" folder. Please note that if you do not have Awakening
expansion installed, you don't have to install "New_Materials_AW.dazip".

Uninstallation: There is no quick and easy way to uninstall game add-ins, but it's possible
to remove them by disabling the add-on in the game (Downloadable Content/Installed
Content menu) and then deleting "New_Materials_OR" and "New_Materials_AW" (if
installed) from "Documents\BioWare\Dragon Age\AddIns" folder.

"Optional" subfolder: In the 1.2. Materials folder, there are several subfolders, which mostly
deal with DLC compatibility; but the one we are interested in is the Optional subfolder,
which contains several changes done to material stats. Although it's not recommended,
these changes may be reversed by deleting the GDA files containing them or by deleting
the entire folder. The changes are as follows:

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- Starmetal was turned into one of the best materials in the game. Only Volcanic
Aurum can stand up to it, which is better than Starmetal in some ways, but worse
in others. (contained in materialrules_gwb.GDA)
- Starmetal was given a completely new tint. (contained in materialtypes_gwb.GDA)
- Lowered strength or dexterity requirements of Tier 8 and Tier 9 materials so they
can be used by Origins characters. (contained in materialrules_gxa.gda)
- All Awakening materials were given a completely new tint, made from scratch.
(contained in materialtypes_gxa.GDA)
- Material progression used for Darkspawn weapons has been changed from
Iron/Grey Iron/Steel to Iron/Grey Iron/Red Steel/Dragonbone. (contained in
TS_Material_IA.GDA)

Requirements: Tints; Subordinates: Items, Characters, Placeables, Merchants, Rewards

1.3. Tints (Added in v2.0.)

Around 50 new tints are added to the game.

"Custom" subfolder: New tints that don't outright replace any vanilla ones. Even if you're
using a different tint mod, do not delete this folder if you're also using "1.4. Items", as the
tints here are needed for some custom items to look properly.

"Replacers" subfolder: As the name implies, these replace certain vanilla material tints,
which are: Red Steel, Silverite, Dragonbone, Inscribed Leather, Drakescale Leather, and
Dragonthorn. If you have a mod which also replaces these tints, and you would like to keep
them, you may delete this folder.

The "tint_override_IA.GDA" contains references to tints contained within the "Custom"


subfolder. These references can be seen in the toolset and used on any item you wish (open
an item resource and look for "Tint Override"). Under no circumstance should you delete
this file if you're using "1.4. Items" module, since many items make use of it.

Requirements: is standalone; Subordinates: Characters, Placeables, Merchants, Rewards

1.4. Items (Revised in v2.0.)

Adds many new unique and common unscaled items, with properties matching the game's
default items. You can acquire some of these items by visiting stores or looting placeables
scattered around the game world, provided you have the appropriate modules (Merchants,
Placeables) active. Existing (default) items were also modified: Some now sport a different
appearance (raging from simple color changes to whole new models), while others found
themselves remade in a different material and/or infused with different properties. This was
done for a variety of reasons (amongst others, to increase both look and function variety),
but rest assured, the changes will not unbalance the game.

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Some outstanding visual bugs, such as the human female mage apprentice model not
displaying correctly, were also fixed. And if you own Awakening, you most likely fell
victim to a number of bugs that also affected the Origins campaign. For example, there is
an issue with one of the generic massive helmet models being replaced with an unique
model, and then there is the infamous "Sentinel Armor bug". These bugs have all been
fixed.

Note: If you would prefer default items to remain exactly like in vanilla, both in appearance
and ability, you may remove the default item modifications from "Improved
Atmosphere\1. Global\1.4. Items\UTI" folder: just look for subfolders with "Default" written
in brackets. Doing so might make certain NPC's appear (if Characters module is active)
unlike they were intended to, and certain custom items might no longer match with the
default sets.

If you just happen to have a mod (like Tired Uniques) that also changes default items and
you would like to keep its modifications, you do not have to delete anything. Instead, you
may either move that mod's files to IA's "8. Custom" folder or add letter "z" in front of
your preferred mod's folder name, so that, in your override folder, it's anchored below IA.

Requirements: Materials, Tints; Subordinates: Characters, Placeables, Merchants, Rewards

2. Modules

Files related to NPC’s and single player modules in general (placeables, plot rewards, etc.)
are stored in this folder.

2.1. Areas (Revised in v2.0.)

Modified modules – this is the heart of the mod, the reason I started this project. If you
want NPC's to behave more realistically (they'll be moving around, resting, sitting, etc.),
more party banter triggers, party picker enabled in more areas and so much more, you’ll
want to leave this in your override.

 Notable Changes:

 City Elf Origin:


- Fixed a few oddities in the Arl's Estate (maids cleaning the air, anyone?) and
gave servants new ambient animations. (Revised in v2.0.)

 Dalish Elf Origin:


- Added a few non-hostile animals into the forest. (Added in v1.1.)
- Gave certain NPC's in the Dalish Camp new ambient animations and/or
moved them to different locations. (Revised in v2.0.)

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 Dwarf Noble Origin:
- The majority of NPC's in Orzammar (palace, quarter, and proving) were
given new ambient animations and/or were moved to different (more
appropriate, IMO) locations. (Revised in v2.0.)
- Made the Proving harder to win, since it was way too easy with the high tier
equipment you receive at the beginning (unsurprisingly, since you're the
King's son). (Added in v1.1.)

 Dwarf Commoner Origin:


- Gave certain NPC's in Orzammar (slums, commons, tavern, and proving)
new ambient animations and/or moved them to a different location. (Added
in v1.2.)
- Placed some mugs around the tavern. (Added in v1.2.)
- Beraht will move away from Jarvia after he is done speaking about your
mission. This should make asking Jarvia personal questions regarding her
lover a bit less odd. I mean, he was standing right next to her and heard
nothing? Right. (New in v2.0.)

 Party Camp(s):
- Added two oxes to the party camp (I guess Sandal could be Bothan's ox, but I
personally prefer to think he had real ones). (Revised in v1.3.)
- Some party members (Sten, Zevran, Leliana, and Wynne) were moved to
different, more intimate places. Others (Oghren, Alistair) were moved just
slightly, to places where the new ambient animations given to them would
make sense. (Revised in v2.0.)

 Ostagar:
- New ambient behavior on some NPC's. (Revised in v1.3.)
- Moved certain generic NPC's to a different location. (Added in v1.3.)
- Added a small number of NPC's (Highever Forces). (Added in v1.3.)
- During the battle, you will see all forces fight on the bridge, instead of just
those of the Ferelden Army. This also reduces the number of clones. (New in
v2.0.)

 Lothering:
- More NPC's will be moving around. Those who will not will be doing other
things not related to just standing still like robots waiting to be activated.
(Revised in v1.3.)
- Added several animals (pigs, goats, oxes, etc.). Also added one ox next to
Bothan's cart. (Added in v1.1.)

 Redcliffe:

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- A lot more is going on in Redcliffe now. Before the battle, you will see more
desperate folk in the chantry (was practically empty before) who will be
sleeping, praying, resting, or doing something else. After the battle, you will
see children playing, villagers cleaning the town or/and moving around, and
militia in the tavern or chantry. (Revised in v1.3.)
- Placed mugs next to sitting militia (they appear after the battle is complete).
(Added in v1.2.)
- Added some animals. When the refugees arrive to Redcliffe after you save the
castle, they will bring their oxes with them (They didn't move those carts by
themselves, did they?). (Added in v1.1.)
- Moved and added one additional party banter trigger. (Added in v1.0.)

 Denerim:
- Like in Redcliffe, a lot more is going on in Denerim. More people were added
to the town, and they all look like they're doing something. Those shopping
in the market will actually look like they're shopping now. They'll be moving
around the market and stop at each merchant for a certain amount of time
and then move on to the next. (Revised in v2.0.)
- Habren and her servants will now move around the market instead of just
stand in one place. (Revised in v 1.2.)
- Gorim will no longer annoy you with his "Fine Dwarven crafts…" line every
time you get near him. He will say that line once and only once. (Added in
v1.0.)
- The trigger which activates the priests outside the chantry has been extended:
It now activates before you can actually hear them. This makes it easier to
avoid being forced to listen to their drivel. It's also more realistic. (Added in
v1.0.)
- Added more party banter triggers (Market District, The Wonders of Thedas).
(Revised in v1.1.)
- Enabled party picker in the Market District (Don't use if either Alistair or
Leliana initiated a conversation related to their personal quests. If you do,
you might break the quests. After their quests are done, you can use it
whenever you please), and in every "Dark Alley" module. (Added in v1.0.)
- Added some commoners, nobles, and a bartender inside the brothel. (Revised
in v2.0.)
- The event between Isabela and some thugs will happen when you get close
enough to them to partake in the entire debacle. Before, it started too early.
(Added in v1.3.)
- Added some guards and knights, as well as made the servants do more stuff
(like cleaning the floor or walls) at Arl Eamon's estate. (Revised in v2.0.)

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- Made the game play different, more intimidating songs (they still remain true
to the whole "City of Denerim" theme) in the "Back Alley" type of modules.
(New in v2.0.)

 Lake Calenhad and the Mages Tower:


- At the docks, the NPC's won't just stand still anymore, but will instead appear
to be doing something (even if just sitting). To achieve this effect, I also had
to move some of them to different positions. (Revised in v2.0.)
- People in the tavern will be sitting instead of standing, and certain NPC's near
the lake will look a bit busier. (Revised in v1.3.)
- Added a party banter trigger. (Added in v1.0.)
- After the situation is dealt with in the tower, some NPC's will be in more
appropriate places (not in the middle of the hall, for example). (Added in
v1.1)

 Dalish Camp and the Brecilian Forest:


- Added several hunters and made them move around. Also gave new ambient
animations to every NPC in the camp. You will see children seemingly
bringing stuff from the crates to the elders. Hunters will either be patrolling
or conversing (though they won't stay in one place for the whole game), and
Varathorn's apprentice will be making a blade with a hammer (only after
you've spoken to Varathorn). (Revised in v2.0.)
- Moved a party banter trigger in the Dalish camp to a more accessible location.
Also added two additional triggers into the forest. (Added in v1.0.)
- Enabled party picker in the outside areas of the Brecilian Forest. (Added in
v1.0.)
- Put several non-hostile animals to the outer reaches of the forest. (Added in
v1.1.)

 Orzammar:
- Moved some NPC's in the area outside of Orzammar to different places.
Everyone is now doing something (packing crates, cooking, playing
merchants…). The deserters have been moved to the middle square and
gossipers to the tents. (Revised in v1.3.)
- Restored a retired Ash Warrior to Orzammar Mountain Pass (fully voiced). If
you have a dog in your party, he will have quite a bit to say about the Mabari
in general, and will also offer to sell warpaints and collars for your dog. This
gives you access to some dog items that were not accessible before. (New in
v2.0.)
- Inside of Orzammar, new NPC's were added and most were given new
ambient animations and you will see more of them moving around. (Revised
in v2.0.)

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- Placed several more mugs around the tavern (all those drunks have to drink
out of something). (Added in v1.2.)
- Restored Weapon's Merchant (fully voiced) to Orzammar Commons.
(Added in v1.1.)
- Placed several more NPC's in the Diamond Quarter and surrounding areas,
and also replaced some clones with unique NPC's. (New in v2.0.)
- Added several party banter triggers to Diamond Quarter, Royal Palace, and
Harrowmont's Estate. (Added in v1.0.)
- Enabled party picker in most of Orzammar's modules, but not where it's not
appropriate (like when Branka blocks your way out). (Added in v1.0.)

 Urn of Sacred Ashes:


- Enabled ambient movement on the few NPC's that are in the village (before
and after obtaining the ashes). (Revised in v1.1.)
- Put a few animals around the village. (Added in v1.1.)
- Populated the maps with several new types of enemies for greater variety. You
won't be battling just generic warriors anymore. (Revised in v2.0.)
- Added two Dragonlings and a Dragonling Trainer into the chantry to make
the fight a little more difficult. (Revised in v1.3.)
- Added more party banter triggers (The Village of Haven, Dragon Lair).
(Revised in v1.1.)
- Enabled party picker where it's appropriate. (Added in v1.0.)

Note: There are more changes, which aren't mentioned above. These involve small
cosmetic changes like fixing inappropriately placed waypoints (some NPC's could get stuck
due to that), making sure all NPC's are facing the player when they are speaking to them,
and so on.

Requirements: Animations, Scripts, Conversations; Subordinates: Conversations, Scripts

2.2. Characters (Revised in v2.0.)

The character (.utc) files in this folder mostly dictate what NPC’s wear. Almost all NPC’s in
the game were given a different outfit: one that better suits their personalities and
professions. Many NPC’s now also wear equipment that is no longer scaled, which means
that not everyone will wear iron at the beginning or dragonbone near the end. Hopefully,
this will make the game slightly more atmospheric, and give important NPC's the
uniqueness they deserve.

 Notable Changes:

 General changes:

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- All human guards employed by the Arl of Denerim and Redcliffe are now
dressed in Steel. All recruits or newly recruited guards are wearing Grey Iron.
All commanders are equipped in Silverite. (Added in v1.0.)
- Howe's guards are dressed in True Leather or grey iron in the Human Noble
origin. Later in the game they will be wearing Red Steel. This sudden change
to the better makes sense, since Howe gets "promoted". (Added in v1.0.)
- Royal soldiers = Golderite or Silverite, Loghain's soldiers and guardsmen =
Veridium, Eamon's soldiers = Steel, Highever's soldiers = Red Steel (with
custom tint), Ferelden Army soldiers = Iron. (Revised in v2.0.)
- Orzammar guardsmen are wearing Iron, just like they did before. Guard
commanders and personal guardsmen (Harrowmont's for example) are
equipped in Veridium. Bhelen's Guardsmen are dressed in Golderite. (Revised
in v2.0.)
- Orzammar's Carta members won't all be wearing the same leather armor and
weapons anymore, and will instead be seen wearing various types of
equipment. (Added in v2.0.)
- All cultist combatants are wearing unique equipment not worn by anyone
else. The villagers will also get uniquely colored clothes. Also created a few
new faces to reduce the number of clones.(Revised in v2.0.)
- The forces of Ostagar are divided into several groups: "Ferelden Army
Soldiers", "Denerim Soldiers", "Highever Soldiers", "Loghain's Heavy Infantry",
and "King's Royal Guards". This was done because several characters mention
that soldiers have come to Ostagar from all over Ferelden to battle the
Darkspawn. (Added in v1.3.)
- Members of the Templar Order are now divided onto Templars which oversee
the Circle and the rest (like Templar who protect the Chantry). Each group
comes with their own special equipment set. (Revised in v2.0.)
- The Dalish will be seen wearing their own equipment. (Revised in v2.0.)
- Mages now actually wear robes that match their position. (Revised in v2.0.)
- Elven mages get their own version of Mage's robes. (Revised in v2.0.)
- Many non-combat NPC's were given new clothes to make the world seem
more varied. (Revised in v2.0.)
- Several generic NPC's were renamed to support the new gear they received.
(Revised in v2.0.)
- Most of the generic NPC's don't have a unique face, and sometimes the same
face is used on several NPC's in close proximity with each other. To correct
this, the faces last seen early in the game were used instead. (Added in v2.0.)

 Important NPC changes:


- Anora, Erlina, and Eamon (before the actual Landsmeet) will change their
clothes after certain major quest stages are completed. (New in v2.0.)

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- During the "Captured" quest, the so-called circus outfits were replaced with
ones of more intense colors. Also, party members pretending to be delivering
items will now start in commoner's clothes instead in whatever they had
equipped before the quest. Additionally, any weapons they may have had
equipped also get removed. This occurs in all combinations except for those
involving dog, and was done for atmospheric reasons only. (Revised in v2.0.)
- Arl Eamon will wear Ceremonial Armor (Golderite) at the Landsmeet and
Commander's Armor (White Steel) during the climax. (Revised in v2.0.)
- Bann Teagan will be wearing Royal Commander's Armor (Silverite). Lord
Teagan will appear in Armor of Diligence (Silverite). (Revised in v2.0.)
- During the climax, Anora will be seen wearing Ceremonial Armor (Golderite)
instead of noble clothing in the Arl's castle. (Added in v2.0.)
- All Dwarven Royal members (Trian, Bhelen, Endrin…) were given a new
unique set of armors or clothes. (Revised in v2.0.)
- Leske will be first seen in a low tier leather armor (to make his story about
being on the run all this time believable), but once seen with Jarvia, he will be
wearing a much better medium armor. (Added in v2.0.)
- Kolgrim will wear a unique version of massive armor. (Revised in v2.0.)

 Vanilla game bug fixes:


- Made stealing Nugbone (crossbow) from the Mines Commander possible.
(Added in v1.1.)
- Made stealing Dwarven Defender (crossbow) from Captain of the Guard
possible. (Added in v1.2.)
- The Gangue Shade from the Dead Trenches should now drop Dead Metal
Bucket (medium helmet) when killed. (Added in v1.2.)
- If Stone Prisoner is installed, Shale will no longer have the broken golem's
appearance during the epilogue if you load a save made in the epilogue
module. (New in v2.0.)

Note: This is just a small number of changes that I felt needed to be pointed out. The rest
are up to you, the player, to discover.

Requirements: Materials, Tints, Items; Subordinates: None

2.3. Placeables (Revised in v2.0.)

Adds a few new items into certain crates, chests, closets or, in short, placeables.

 Notable Changes:

- Added a pair of Ancient Elven Boots (vanilla bug fix) and special Qunari Heavy
Boots into Lothering chantry’s cabinet. (Revised in v1.3.)

13
- You can find a full set of Templar's gear (chest, boots, gloves, helmet, sword, and
shield) by exploring the Circle Tower. (Revised in v1.2.)
- Put Chevalier Armor set into a chest in Marjolaine's house. (Added in v1.2.)
- Added Enchanter's Robe into Wizard's Chest at Ostagar. (Added in v1.1.)
- You can loot a number of Cultist items from various chests. (Revised in v1.2.)
- Endrin's mace is now carried by one of the Darkspawn Emissaries in the Dead
Trenches. Defeat him to acquire it. (New in v2.0.)

Requirements: Materials, Tints, Items; Subordinates: None

2.4. Conversations (Revised in v2.0.)

Included are dialog files that were edited for bug fixes and restored lines. Additionally, a
number of cutscenes and stages were also tweaked to be able to complement the new
ambient behaviors.

 Notable Changes:

 Global:
- If wearing a massive armor, the NPC's face could occasionally get blocked
during conversations by the massive shoulder pads on the armor. This has
been fixed. (New in v2.0.)

 City Elf Origin:


- You will be able to ask Soris and your Father more questions, and thus see
more of their lines before you get forced out of the conversation. Don't
worry; I made sure the lines were not out of place. (New in v2.0.)

 Dalish Elf Origin:


- No longer will the PC-initiated conversation with Tamlen in the ruins
abruptly end. It is now clear when it will end. (New in v2.0.)
- Certain questions that you can ask Merill will be available at all times. You will
no longer be forced to restart the conversation to ask them. (New in v2.0.)

 Dwarf Noble Origin:


- Gorim should no longer forcefully cut you out of the conversation with the
silk merchant. (New in v2.0.)
- It is now possible to only injure Mandar Dace instead of fighting him to the
death. Bioware always planned for this to be in the game, but for some reason
never provided the option. (New in v2.0.)
- If you choose to only watch the fights (instead of participating in them), you
should no longer get magically teleported from one floor to the other
without actually wanting to. (New in v2.0.)

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 Mage Origin:
- Fixed several errors in Jowan's and Irving's dialog where you would get
forced out of the conversation before seeing all the options. (New in v2.0.)
- A plot flag that told the game that PC had betrayed Jowan wouldn't get
properly set. This has been fixed. (New in v2.0.)

 Lothering:
- The chanter responsible for "feeding" the holy brazier should now turn back
around to face the brazier when you are done speaking. (Added in v1.3.)

 Redcliffe:
- Fixed a few bugs in Bella's dialog where she would fail to recognize that Owen
has been killed and that she's the new owner. Additionally, if PC decides to
kiss Bella after the siege, Lloyd will no longer be present if dead, and a patron
will no longer look like he's holding an invisible mug. (Revised in v2.0.)
- Revered Mother Hannah should now actually turn away (as the cutscene
seems to suggest) after you're done speaking with her. (Added in v1.3.)
- Fixed a couple of bugs in Eamon's dialog where he would act as if Alistair was
still your party member even when he was not. (Revised in v2.0.)

 Denerim:
- Gorim will acknowledge Oghren in all instances (before he wouldn't
recognized Oghren unless he was in your party during the initial conversation
you had with him). (Added in v1.0.)
- Restored Slim Couldry's store. He will sell some interesting wares, and also
buy all types of items, as originally intended. (New in v2.0.)
- You can sleep with Isabela even if you already beat her at her game. In fact,
you don't even require a persuade skill to do it, which makes sense since she's
already impressed with you for winning the game. (New in v2.0.)
- If you spared Caladrius, Soris would fail to acknowledge that "Unrest in the
Alienage" quest has been completed. This has been fixed. (Added in v1.3.)
- Tweaked Eamon's dialog to flow more naturally. For example, he will no
longer be about to end the conversation only to continue with a line that is
totally out of place. Now it will end for real. Additionally, some PC responses
will no longer disappear if you ask the "wrong" questions first. This is actually
a bug fix, since these responses should in fact be available until you clearly
state that you would like to move forward. (New in v2.0.)
- During your first encounter with Ser Cauthrien (in the Arl of Denerim's
castle), you now have an option to surrender without fighting even if you
expose Anora (in which case she betrays you). (New in v2.0.)
- Forced the guard helmet to stay on the PC and Alistair (if present) when
disguised as a guard during the "Captured" quest. (New in v2.0.)

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- Fixed a bug in Ser Cauthrien's dialog where the plot condition was checking
for a high poison skill instead of a high persuade skill. (New in v2.0.)
- During the Epilogue, Eamon will now properly acknowledge if Connor has
been possessed by the desire demon (if your PC made a deal with it) or not.
Before he always acted as if he was possessed. (New in v2.0.)

 Mage Tower:
- Fixed inappropriate PC response in desire demon's dialog, as well as made it
possible for all party members to comment on the situation. (New in v2.0.)

 Dalish Camp and the Brecilian Forest:


- Fixed a few errors in Cammen's and Gheyna's dialogs. Gheyna should now sit
back on the bench if you sleep with her. Before she would just stand right in
the middle of the bench (with her legs clipping through it). (Revised in v2.0.)
- Cammen will give you his book even if you've slept with him, while before he
did so only if you ruined or reinforced his relationship. (New in v2.0.)
- Edited Sarel's dialog so that hunters sitting near him will remain on the bench
when you end the conversation. Also fixed several bugs (codex entries and
fixes related to the Dalish PC) in the file. (Revised in v2.0.)
- All party members will now comment on the strange camp in the forest
(previously, only a single member would say anything). Additionally, with the
right combination of party members (like Wynne, Morrigan, Shale, Alistair
and Sten) and dialog choices, you can now resist the Shade's spell even if you
examine all of the clickable objects in the camp. (New in v2.0.)

 Orzammar:
- The conversation you can have with the restored retired Ash Warrior has been
greatly improved. While the conversation was already functional, it was
missing a stage and any kind of gesture animations (which means it looked
very plain and therefore uninteresting). I rectified this and also added a few
lines for Dog (he had none before). (New in v2.0.)
- Fixed a few minor bugs and inconsistencies (like conversations ending before
you asked everything you could) in several smaller dialogs (New in v2.0.)

 Urn of Sacred Ashes:


- Fixed Kolgrim's cutscene camera angles so that if PC is wearing a massive
armor, his face is no longer blocked from sight. (Added in v1.0.)
- The conversation that takes place the first time you meet Genitivi is a bit of a
mess. If you're not careful in choosing the right responses, you may be forced
to ask the same questions several times to get everything you can out of him.
Additionally, he will send you to get the medallion even if you already have
it and have told him so beforehand. This has all been fixed. (New in v2.0.)

16
- Fixed a few errors and omissions in Kolgrim's dialog. For example, certain
party members had something to say about you helping Kolgrim even before
you actually agreed to help him, and some PM never got the chance to say
anything under certain conditions. Now they all get their chance and say
things when they should. (New in v2.0.)
- The conversation you have with the Guardian should now flow correctly. You
will no longer be presented with several different questions that all lead to the
same response. This makes the dialog more organized and thus easier to keep
track of. Also fixed a few bugs, like skipping dialog. (New in v2.0.)

Note: the rest of the changes are all related to making dialogs work with the new NPC
positions and ambient animations, or are used in combination with "2.1. Areas" or "2.5.
Scripts".

Requirements: Animations, Areas, Scripts; Subordinates: Areas, Scripts

2.5. Scripts (Revised in v2.0.)

Responsible for fixing a few bugs, equipping appropriate items on NPC’s when the time is
right, adding & removing NPC’s from the game world, and other stuff.

 Notable Changes:

 Party Camp(s):
- Each party member was given a unique animation template. (Revised in
v2.0.)

 Lothering:
- Removed weapon from Leliana's back for the duration of the conversation
(why would a Chantry sister carry a weapon on her back?). She will equip it
once the battle starts. (Added in v1.0.)
- Fixed vanilla game bug where NPC's could get stuck in an infinitely repeating
animation upon the player's re-visit of the module. (Added in v1.3.)

 Redcliffe:
- Made sure Doomsayer doesn’t reappear if you intimidate him to get lost.
(Added in v1.1.)
- Equipped Owen with Smith’s Hammer and Longsword and made him switch
to "blacksmith” series of animations if he is making equipment for the militia.
(Added in v1.1.)
- If you failed to convince Bevin to give you the key to his father’s chest, you
can now pickpocket him and take the sword anyway. (Added in v1.0.)
- Removed Jetta from the Chantry after completing her quest. (Added in v1.1.)

17
- The codex entry should no longer state that you killed Isolde if you didn't, or
vice versa. (New in v2.0.)
- During the Climax, companions should no longer use the same animations in
the Arl's castle as they did in the party camp. (Revised in v2.0.)

 Denerim:
- Habren & her servants and the guards outside of Arl Eamon's estate will not
appear until you gain access to the said estate. (Added in v1.1.)
- Removed Sophie's guard from the tavern if you successfully completed the
corresponding quest. (Added in v1.1.)
- Companions should no longer use the same animations in the Arl's estate as
they did in the party camp. (Revised in v2.0.)
- During the "Capured" quest, if the player and Alistair (if present) are disguised
as guards, they now also receive a shield in addition to the weapon. This makes
their escape attempt more convincing. (New in v2.0.)
- If Alistair and Anora marry, a proper BIK cutscene should now play, which
shows both getting coronated. Before, it was impossible to get this scene to
show, due to a bug in the script. The only scenes that would ever play were
either the one featuring only the queen or only the king. (New in v2.0.)
- Fixed vanilla game bug where NPC's could get stuck in an infinitely repeating
animation upon the player's re-visit of the module. (Added in v1.2.)
- Fixed the quest "Jowan's Intentions". The location should correctly appear on
the map, so that Jowan's story arc can be completed. (New in v2.0.)

 Lake Calenhad Docks:


- Scavenger will leave after telling you where Sten's sword is. (Added in v1.1.)

 Dalish Camp and the Brecilian Forest:


- Fixed vanilla game bug where NPC's could get stuck in an infinitely repeating
animation upon the player's re-visit of the module. (Added in v1.1.)

 Orzammar:
- Fixed vanilla game bug where NPC's could get stuck in an infinitely repeating
animation upon the player's re-visit of the module. (New in v2.0.)
- Gerient (restored kaddies merchant) will now leave the module instead of
disappearing in front of the player. Since this modifies one of the main dog
scripts, I had to include, for compatibility's sake, the "Nukenin's Dog Find Fix"
mod in the script, which fixes bugs related to generic items found by dog not
appearing in your inventory. (New in v2.0.)

 Urn of Sacred Ashes:

18
- If you agree to Kolgrim's offer inside the cave, he will leave but his
subordinates will stay inside even though they later appear outside. This puts
them at two places at one time. They now leave with him. (New in v2.0.)
- On the mountain top, Kolgrim has several guards, a mage, as well as a drake
guarding him; but if you decide to betray him after agreeing to help, he
chooses to take you down in the company of only two Reaver warriors,
resulting in an easy fight. To rectify this, I also made the mage and a drake
spawn near him, which makes the fight more difficult, but still easier than
fighting him in the cave. The rest of his lackeys, which includes an assassin
(who is invisible until combat starts), can be found further on. (New in v2.0.)
- To make the two mods compatible with each other, I included a fix from
Qwinn's Fixpack in the script (urn220ar_mountain_top.ncs), which takes care
of the infinite XP glitch on the Mountain Top. (New in v2.0.)

Requirements: Animations, Areas, Conversations; Subordinates: Areas, Conversations

2.6. Merchants (Revised in v2.0.)

Modified the stock of the majority of stores. The merchants will also sell some new unique
and generic items found in the "Items" folder. Additionally, some stores may only buy the
stuff they sell. For example, a tavern will accept ingredients and potions but ignore weapons
and armor. In turn, a smith will only buy armors and weapons and won't bother with
ingredients and potions.

You should keep only one version (aka folder). The game will read from the "Modified Buy
from Player Values" folder if you leave everything intact.

- In the “Default Buy from Player Values”, the stores only have modified stock. Price
ranges remain the same as in vanilla (25% of the original value). (Revised in v2.0.)
- In the “Modified Buy from Player Values”, the stores have modified stock and price
ranges: 40-55% (depends on how greedy the merchant is or how much he likes
you). Only "buy from player" stats have been changed. (Revised in v2.0.)

Requirements: Materials, Tints, Items; Subordinates: None

2.7. Rewards (Revised in v2.0.)

Modifies a number of plot rewards.

 Change Log:

- Fixed vanilla game bug where the player would receive no reward for completing
the "Shaper's Life" and "The Golem Registry" mini-quests. (Revised in v1.3.)
- Defeating Sloth demon in the Fade will earn you a special Fade Armor set (chest,
gloves, boots, and helmet). (Added in v1.2.)

19
- After either Bhelen or Harrowmont is made king, the player is rewarded with
Paragon Armor and Weapons. (Added in v1.3.)
- For successfully completing "The Nature of the Beast" quest, you are rewarded with
the Keeper's Robe and Staff. (New in v2.0.)
- After successfully curing Arl Eamon you receive a special golden Leader's Armor
set. (New in v2.0.)
- If either Alistair or Human Noble is made king, you get rewarded with King's
Armor and Weapons. (Revised in v1.3.)

Requirements: Materials, Tints, Items; Subordinates: None

3. PC Origins

Files in these folders tweak each origin in a number of ways. I was not concerned about
balance as much as I was about realism. So, yes, playing as a human or dwarf noble will
make the beginning of the game easier (installing a difficulty mod is recommended), while
playing as a commoner or a mage will make it harder (due to NPC’s wearing better
unscaled equipment).

Requirements: everything from the "Global" folder, except animations; Subordinates: None

 Human Noble (Revised in v2.0.)

- After the attack, you can find Cousland’s Royal Armor (Silverite) and weapons
(Steel) in the PC's chest. You start the game dressed in Noble's clothes. (Revised in
v1.3.)
- Mother Cousland will also wear Royal Armor when Howe’s men attack. (Added in
v1.1.)
- Player starts with around 50 silver. He/she can later pick up an additional 20
sovereigns in the treasury. (Revised in v1.1.)
- Added some blood stains or a pool of blood next to certain dead NPC's (Oriana,
Oren, Landra...), which helps to build the right atmosphere. (New in v2.0.)
- The pool of blood in the final cutscene with Bryce should no longer appear and
disappear several times. It will now only appear once, and instead of disappearing, it
will disperse over time, which shows you that Bryce really isn't doing too well.
(New in v2.0.)

 Dwarf Noble (Revised in v1.2.)

- Dwarven Noble Armor was given a new appearance and material. (Revised in v1.2.)
- Made player's equipment better (everything is made of Golderite). (Revised in
v1.2.)
- Made Gorim's equipment better (both armor and weapons are made of Veridium).
(Revised in v1.2.)

20
- Player starts the game with around 30 gold. (Revised in v1.1.)
- The player will lose not only items (apart from DLC ones), but also money when
thrown into prison, so you better make it count. (Added in v1.1.)
- All temporary companions were given better equipment and different stats.
(Revised in v1.2.)

 Dwarf Commoner (Revised in v2.0.)

- Player starts with around 10 silver. (Revised in v1.1.)


- Made Aeducan Mace a bit better (Veridium). (Revised in v1.3.)
- Revised Leske's skills and talents. (Revised in v1.2.)
- Made Everd's equipment better (Grey Iron instead of Iron), and made his weapons
match with the armor. (Revised in v2.0.)
- Made it possible to loot a full Dwarven Medium Armor (Iron) in Beraht's Hideout.
(Added in v1.2.)

 City Elf (Revised in v2.0.)

- Player starts with around 50 coppers. (Revised in v1.1.)


- Made your mother’s boots (Cured Leather) a bit better. (Revised in v1.3.)
- Made Soris a rogue, since he appears to be anything but a warrior. If you don’t
want this, remove “bec100cr_soris.utc” from the folder. (Added in v1.0.)
- Duncan (or Soris if you're female) will give the player unique items (instead of the
usual generic ones). (New in v2.0.)

 Dalish Elf (Revised in v2.0.)

- Player starts in a unique Dalish Armor (Cured Leather). (Revised in v2.0.)


- Added a special dagger (Veridium) into your mother’s chest (you need at least 1
point in coercion to persuade Ashalle to give you the key). (Added in v1.0.)
- All temporary companions were given talents which suit them better. (Added in
v1.0.)
- Merril will wear a unique outfit, similar to the one from DA2. (Added in v2.0.)

 Mage (Revised in v2.0.)

- Lilly and Jowan were given different, more appropriate talents. (Added in v1.1.)
- Two new robes were added – one in the spider cave and the other in the basement.
(Revised in v2.0.)

4. Companions

This folder contains new equipment and some dialog changes related to party members.

4.1. Dialog Changes (Revised in v2.0.)

21
Modifies companion approval gain and some of their conversations and/or comments . It
also fixes some bugs in companion's dialogs.

 Notable Changes:

 Global Dialog Changes:


- All members in your active party should now comment on places or things
they find interesting instead of just one, provided that all of their comments
are unique (after all, we don't want two or more people saying basically the
same thing). Delete "party_barks.dlg" if you don't like this change. (Added in
v1.3.)
- If you decided to destroy the Urn and neither Wynne nor Leliana were in
your party when you did it, you will be confronted by Leliana (if she's in your
party) when returning to your party camp instead of Wynne, which makes
not losing Wynne a possibility. Delete " party_camp.dlg" if you don't like this
change (will also affect the change below). (Added in v1.0.)
- If you killed Connor or let Lady Isolde sacrifice herself, it was previously
possible to actually gain approval with Alistair if you choose the "I think it
turned out quite well..." dialog option. No longer. (Added in v1.0.)

 Companion Dialog Changes :


- Fixed many smaller bugs, omissions and inconsistencies in Sten's dialog. You
will now be able to get more out of Sten when you speak with him for the
first time after recruitment. Also, if you learn about whom Sten killed (either
from him or the Revered Mother), you will be able to select certain dialog
responses that you couldn't before. (New in v2.0.)
- If you take Morrigan to the tower and decide to help Wynne, the former will
object. More approval will now be lost if you tell her to "Shut up", the default
amount of approval will be lost if you try to convince her and fail, none will
be lost if you succeed in persuading her, and approval will be gained (none
was gained before) if you agree with her and kill Wynne. (New in v2.0.)
- You should now gain approval with Wynne if you successfully complete her
quest (before you gained none). (Revised in v1.3.)
- Sten's approval should shift more sensibly. It is now a bit harder to max out
his approval (though it's still quite easy). Infinite approval exploits were also
taken care of. (New in v2.0.)
- Fixed some bugs with animations in Oghren's dialog (where he would not
faint even if the dialog indicated he should), as well as extended some
conversations. Additionally, if you ask Oghren about Branka or how he likes
the surface before you become friendly with him, additional conversations
will become available once you become friendly. (New in v2.0.)

22
- If you're successful in completing Oghren's quest (convincing Felsi to take
him back), you will gain his approval (in vanilla, you gained none at all).
(Revised in v1.3.)
- During the Epilogue, Loghain will recognize Morrigan's ritual even if he
didn't actually sleep with her. It is enough to inform him of its existence and
what it's meant for. (New in v2.0.)
- Tweaked Loghain's main dialog to play the scene in which he talks about
sacrificing himself to the Archdemon only if he doesn't know about the
ritual. Additionally, it is now possible to become friendly with Loghain
(instead of just warm). Just talk to him when your approval is at warm, and
he should greet you with a unique line ("I suppose I shouldn't be surprised at
your success..."). Being friendly with him does add some new lines, especially
during the Climax and when asked the question, "Were you really going to
kill Anora?" In addition to these two changes, Loghain will now indulge your
curiosity for a bit longer before getting tired of your questions and forcing
you out of the conversation. Don't worry, the conversations still flow
naturally - you probably won't even notice a difference. (New in v2.0.)

 NPC Dialog Changes:


- Added even more options to persuade the Revered Mother to free Sten.
Additionally, the game now properly acknowledges how the key to the cage
came into your possession – either by persuading, intimidating, or by using
your coercion skill on the Revered Mother. (New in v2.0.)
- Some companions will reach more harshly or be more in favor (Alistair,
Leliana) if you accept or refuse to defend Redcliffe. (Added in v1.3.)
- During certain conversations, companion approval will shift more sensibly.
For example, in Redcliffe you have a chance to refuse to help defend the
village, which nets a reaction from your companions. If you later decide to
help the peasants anyway, some companions who previously reacted would
not react again. Now, you will be able to regain some of the lost (or lose
some of the gained) approval even if you decide to complete the quest the
non-traditional way. Something similar was done to certain conversations
taking place at Lothering. (Revised in v2.0.)
- No longer will you lose approval with Alistair if you tell Kaitlyn that her
sword will be useful. You will instead gain approval with him if you pay her a
bit of money for the sword, and lose it if you don't pay anything. A scripting
bug in the dialog has also been fixed. (Revised in v2.0.)
- When accepting Owen's quest, you will lose less approval with Morrigan if
you confirm that you have no concise when he poses the question, prior to
accepting the quest. (Added in v1.1.)

23
- When conversing with Priests in the Denerim Market Square, you gain a small
amount of approval with Alistair if you choose the right dialog option.
(Revised in v2.0.)

Requirements: is standalone; Subordinates: None

4.2. Gear Changes (Revised in v2.0.)

Changes the starting gear of several companions.

 Change Log:

- Alistair's gear: Splintermail Armor (Grey Iron), Warden's Shield and Sword (Grey
Iron), Warden's Oath (amulet), and Runic Worry Token (ring). (Revised in v1.3.)
- Morrigan's gear: Morrigan's Robes, Blackened Heartwood Staff, Wildstone Clasp
(amulet), Focus Ring, Iced Band (ring), and Earthen Cinch (belt). (Revised in
v2.0.)
- Leliana's gear: Chantry's Robe, Seeker's Circle (amulet), Enchanted Dagger (Grey
Iron). (Revised in v1.1.)
- Oghren's gear: Oghren's Massive Armor—full set (Golderite), Diamond Maul
(Golderite), One for the Ditch (belt). (Revised in v2.0.)
- Zevran's gear: Rinna's Armor (Inscribed Leather), Crow Leather Boots and Gloves
(material varies), Antivan Longbow (Ironbark), Crow Daggers (Golderite and
Veridium), Charm of Flame (amulet), Mixed Metal Rounds (belt). (Revised in
v2.0.)
- Wynne's gear: Mage Mentor Robe, Enchanter's Staff, Charm of Still Waters
(amulet), Fire Band (ring), Calming Band (ring), Silver Aron (belt). (Revised in
v2.0.)
- Loghain's gear: River Dane Armor—full set and Sword (Silverite), Loghain's Shield
(Silverite), Borders Yet to Be (belt). (Added in v1.2.)

Requirements: Materials, Tints, Items; Subordinates: None

5. Awakening Expansion

This folder contains changes exclusive to Awakening. If you don't have it, it's safe to delete
this entire folder.

Note: Awakening Item changes are contained in "1.4.Items" and "8.1. Modified Items".
Look for folders called "For Awakening" .

5.1. Areas (Added in v2.0.)

24
Contains only two minor changes (thanks to no toolset available): in Amaranthine, fixes
the Chanter's position, so that her feet do not clip through the nearby vase, and in The
Wending Woods, replaces a generic baddie with a unique leader of the bandits.

5.2. Characters (Added in v2.0.)

Same deal as the "Origins part", but for Awakening.

 Notable Changes:

- Templars are wearing/using the same gear as they did in Origins. (New in v2.0.)
- Vigil's guards are now dressed in veridium-made gear. The shields they carry have
the insignia of Amaranthine emblazoned on them. (New in v2.0.)
- City of Amaranthine guards have unique uniforms and weapons. (New in v2.0.)
- Crows will appear in Crow Armor and Weapons. (New in v2.0.)
- NPC's that are not Templars will no longer have the Knight Commander's Helmet
equipped. (New in v2.0.)
- Some major NPC's (Geravel, Woolsey, Esmerelle, etc.) will appear wearing
different unique clothes/gear during different stages of the story. (New in v2.0.)
- Generic gear was replaced with an unique one for most named NPC's. (New in
v2.0.)
- Changed equipment of many unnamed NPC's in an effort to improve the game's
atmosphere. (New in v2.0.)

Requirements: Materials, Tints, Items; Subordinates: None

5.3. Companions (Added in v2.0.)

Did you find it as annoying as I that most companions joined your party wearing an
incomplete set of unique gear (for example, Justice has unique everything except for the
boots)? If so, this is the module for you: each companion will now join your party wearing
a full set of unique gear.

Note: This module merely supplies the party members with the items; it neither contains
new item files nor replaces any of the already existing ones. Those are contained within the
"1.4. Items" and "7.1. Modified Item Properties" folders respectively. Read their
corresponding sections to learn of their function. Please do not use this module if you
opted not to use one of the aforementioned modules.

Requirements: Materials, Tints, Items; Subordinates: None

5.4. Merchants (Added in v2.0.)

Does the same as the "Origins part", but affects Awakening only.

Requirements: is standalone; Subordinates: None

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5.5. Rewards (Added in v2.0.)

Modifies a small number of plot rewards.

 Change Log:

- Instead of only receiving Golem Shell's armor, you will now also receive Golem
Shell's boots, gloves, and helmet. (New in v2.0.)
- After defeating the Withered (intro boss), a Darkspawn Disciple Shield and Dagger
will be placed in your party chest in the Vigil's Keep Thorne room. (New in v2.0.)

Requirements: Materials, Tints, Items; Subordinates: None

6. Downloadable Content

These folders contain changes exclusive to certain DLC's Bioware released over time. If you
don't have any, it's safe to delete this entire folder. If you only have some, delete only the
subfolders you don't need.

Note: DLC Item changes are contained within "1.4.Items" and "7.1. Modified Item
Properties" folders. Look for appropriate subfolders inside the aforementioned folders.

Requirements: everything from the "Global" folder, except animations; Subordinates: None

6.1. Stone Prisoner (Added in v2.0.)

Includes character equipment and general changes.

 Change Log:

- The villagers should not all wear the same clothes anymore. (New in v2.0.)

6.2. Warden's Keep (Added in v2.0.)

Includes character equipment changes.

 Change Log:

- Equipped an armor-matching weapon and shield on Sophia. (New in v2.0.)


- Gave the Wardens in visions Warden-themed equipment. (New in v2.0.)
- Some gear changes were done to non-Warden NPC's as well. (New in v2.0.)

6.3. Return to Ostagar (Added in v2.0.)

Includes some character equipment changes.

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 Change Log:

- Elric will now actually be wearing the Royal Guard uniform, since it is stated that
he in fact is a Royal Guard. (New in v2.0.)
- Changed equipment of the goons terrorizing Elric. (New in v2.0.)

6.4. Leliana's Song (Added in v2.0.)

Includes character equipment changes.

 Change Log:

- Put a new armor on Tug and new clothes & staff on Sketch. (New in v2.0.)
- Marjolaine will wear more expensive leather armor and weapons. (New in v2.0.)
- Several named NPC's are now dressed differently, which makes them stand out a
bit more. (New in v2.0.)
- Denerim guards will now wear the same equipment as they do in Origins. They will
also be named properly. (New in v2.0.)
- Mage and other mercenary groups were all given different clothes and staves, as
well as a more appropriate name. (New in v2.0.)

6.5. Golems of Amgarrak (Added in v2.0.)

Includes character equipment changes, as well as some general changes.

 Change Log:

- Put a more appropriate or impressive armor or/and weapons on party members.


(New in v2.0.)
- The few humanoid NPC's that are there had their equipment replaced. (New in
v2.0.)
- Changed the party member auto level-up tables, who should now invest into more
useful stats and skills (for their class), which should hopefully make them a bit less
useless. Delete the "General" subfolder if you dislike this change. (New in v2.0.)

6.6. Witch Hunt (Added in v2.0.)

Includes character equipment and module changes, as well as some general changes.

 Change Log:

- Changed the look of Ariane's and Finn's gear to make it more visually appealing.
(New in v2.0.)
- Equipped shields and weapons on all Templars, and changed Hadley's generic
Templar uniform to Knight-Commander's. (New in v2.0.)

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- Equipped appropriate mage clothes, consistent with the Origins experience, on the
Mages. (New in v2.0.)
- Gave appropriate gear, consistent with the Origins experience, to most humanoid
enemies (such as the Cultists). (New in v2.0.)
- Replaced the faces of several Cultist members to eliminate the clone effect. (New
in v2.0.)
- There will be several types of Cultist at the Dragonbone Wastes now, ranging from
easy to elite, which should make the fights more interesting. (New in v2.0.)

7. Extras

This folder contains additions that can be used together with the main mod or as an
alternative to the main files. You should delete anything you don't like from here before
you start playing with the mod installed.

7.1. Modified Item Properties (Revised in v2.0.)

This will give many items more unique or appropriate properties and material, such as
wooden staves being made of actual wood instead of metal. Most unique items (with the
exception of those received at or near the start of the game) should now stand out enough
to be useful throughout the entire game, depending on the enemies you face. The way it
works in vanilla, once you get the best item of a certain type (sword, armor...), you have
absolutely no reason to switch to any other item ever again. This modification aims to
change that.

In addition to changes done to combat items, the prices of many ingredients, potions, and
explosives were brought down or up to a more realistic level. If you don’t like this change,
delete the “Crafting”, “Miscellaneous”, and “Quick Items” folders.

Important: Due to the nature of this modification (stats for the majority of items
matching the best vanilla has to offer), this will make the game easier, especially early on.
That is why I strongly recommend pairing this module with a "difficulty" or "realism" mod.
I can personally vouch for "Flash Creatures Rescale" to be this module's perfect companion.
If you decide to give the mod a try, be sure to install the mandatory "Flash Creatures
Rescale Compatibility" files located in the "IA Compatibility Files" folder.

Note: If you removed default item modifications from the "1.4. Items" folder, or if you
removed that folder altogether, you will want to remove this one as well, since these two
modules are mutually inclusive.

Requirements: Materials, Tints, Items; Subordinates: None

7.2. Awakening Quick Items (Added in v2.0.)

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This will enrich your Origins experience with quick items (stamina potions and explosives),
crafting ingredients, and recipes from Awakening. Stamina potions are especially useful if
you happen to forget to bring a mage with you. You will find these items scattered across
the game world. Defeated foes should sometimes drop a Stamina Draught. The rest of the
items are available from various merchants—most of the explosives (traps, bombs, blade
coatings) and their respective recipes will be sold by the Crows, while stamina potions as
well as the recipes required to make them are sold by a large number of merchants who
usually also sell health potions; keep your eyes peeled.

Note: Please be aware that Master and Superb Stamina Draughts were not added, since they
are meant to be used by an epic character (above level 20).

Additionally, this module will not mess with your savegames in any significant way, which
means that you can install or uninstall this modification at any time you want.

Requirements: Awakening expansion installed and working; Subordinates: None

7.3. Optional Campaign Mods (Added in v2.0.)

Includes completely optional and easy to install & uninstall additions or modifications of
the main campaign that may not be up to everybody's taste.

"Alistair Climax Speech" subfolder: If Alistair is on the throne but not in the party (because
you spared Loghain), he will now deliver the pre-final battle speech in front of Denerim
city gates instead of Anora. Why? Because Anora's screaming makes my ears bleed, and I
reckon I'm not the only one.

"Cammen & Gheyna Romances" subfolder: Unlocks Cammen's and Gheyna's mini
romance for both genders. It works well for the most part. There is only one instance where
your PC is not correctly referred to, and it only happens if you're a male who slept with
Cammen and then told Gheyna about it. When it comes to journal entries, I rewrote the
ones that mentioned your PC's gender, so you don't have to worry about that.

Additionally, the quest can now be completed by sleeping with both, and you will lose (or
gain) no approval with the clan (makes sense since neither wants to talk about what
happened).

"Release Jowan" subfolder: This will make it possible to release Jowan even if you didn't
already do so upon first meeting him. To do this, you have to tell Teagan you wish to
execute Jowan yourself (I added a few extra lines for PC mages), and then, while speaking
to Jowan, you will be presented with an option to let him go. The remainder of his quest
then functions just as if you had released him when you first met him. Do note that once
Eamon awakes, you will no longer have this option, so speak to Teagan about Jowan
before you revive Eamon.

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"Varathorn Special Store" subfolder: Varathorn's special store (which includes unique and
quite powerful items) will now only unlock if you complete his Ironbark quest and side
with the elves (either by killing the Wares or letting Zathrian to sacrifice himself). In
vanilla, it unlocks after you complete three main quests, regardless of whether Nature of
the Beast is one of them or not. I feel this makes it a bit more realistic. I mean, why would
he trade his best items with a complete stranger? For all he knows, these weapons could at
some point be used against his clan.

Note: This modification works best if you have the modified merchant stocks installed
(together with new items and all that's required to display them properly). With it,
Varathorn will be selling more unique items, including his dagger. This makes returning to
his store a little bit more worthwhile.

Requirements: all additions are standalone; Subordinates: None

7.4. Bodies Stay (Revised in v2.0.)

The bodies of your victims will no longer fade away. Now you can loot the Ogre without
having to fear that its body will disappear in front of your eyes.

"No Bones" subfolder: This will overwrite vanilla bone models with invisible placeables,
which basically means bodies won't turn into bones after a little while anymore, but will
instead disappear completely. While this is meant to be used in conjunction with "Bodies
Stay" mod (if you take advantage of the workaround mentioned below), there's nothing
stopping you from using this as an independent mod. Be warned, though, that doing so
will make looting decayed corpses harder (I suggest pushing the "highlight useable objects"
button), since they'll be invisible.

Note: This module is not perfect; the bodies never disappear. This is generally not a
problem, since you visit the majority of modules in which combat takes place only once.
The problem are those that you do revisit (Orzammar, Redcliffe Castle, etc.), and I bet you
can guess why. To make things perfect, I would have to find a way to remove the bodies
after a certain period of time, but so far I had little luck. So, until I find a solution to this
problem, you can work around the issue by temporarily deleting or moving APR_...GDA's
to a different folder, loading up the module in which there are bodies you want gone, let
them disappear, save the game, and move the files back (don't worry; the bodies won't
come back). It's not a perfect solution, but it's a solution nonetheless.

Requirements: is standalone; Subordinates: None

7.5. Weapon VFX Remover (Revised in v2.0.)

This tiny file will remove the visual effects (cold, fire, electricity, spirit) from weapons and
staffs enchanted with runes. Weapons enchanted with spells or oils are not affected.

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Requirements: is standalone; Subordinates: None

8. Custom

Just an empty folder in which you can add compatibility files or your own modifications.
Indeed, I advise against modifying the mod's files directly (in case something goes wrong);
rather copy the files you wish to edit into this folder and continue from here. Since this
folder is the last in load order line, files put in here will always take precedence over others
contained within the mod.

Now that we know the mod inside and out, it's time to list the most commonly used setups.
Obviously, there is the full setup which includes everything, but not everyone may want or
need everything offered by the package present during their playthroughs. So, if you're still
feeling uncertain about which modules to include or exclude in your mod setup or if simply
want a quick and easy way to install the mod while still leaving out a few potentially unwanted
additions, check out the following setups:

 Basic setup: Includes only the most basic features offered by the mod. This setup is most
suitable for people who already possess many campaign altering mods (excluding cosmetic
mods such as head morph changes) and do not wish to worry about compatibility.

Setting it up: Keep the following folders: 1.1. Animations, 2.1. Areas, 2.4. Conversations,
2.5. Scripts. Optionally, you may keep 1.3. Tints, 4.1. Dialog Changes, plus everything in the
7. Extras folder, except for 7.1. Modified Item Properties. Delete everything else.

 Legacy setup: Tries to mimic the legacy version (up to version 1.3) of the mod.
Recommended for players seeking only the atmosphere changes and/or people who
preferred the less evolved, older versions of the mod.

Setting it up: Keep the following folders: everything in the 1. Global and 6. Downloadable
Content (if owning any of the modified DLC) folders, plus 2.1. Areas, 2.2. Characters, 2.4.
Conversations, 2.5. Scripts, and 5.1. Characters. The rest is completely optional.

 Canon setup: This setup tries to improve atmosphere whilst keeping canon related changes
to a minimum.

Setting it up: Keep everything, except the following: the entire 4. Companions folder, plus
7.3. Optional Campaign Mods sub-folder. Additionally, you may also wish to remove the
entire 3. PC Origins folder, plus 2.7. Rewards, 5.2. Companions, 5.5. Rewards, and 7.1.
Modified Item Properties sub-folders. If you'd like to see default items keep their vanilla
appearance and stats, delete the following folders from "Improved Atmosphere\1.
Global\1.4. Items\UTI": Armors, Weapons (Default) and Clothing (Default).

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Important: Don't forget to install the two DAZIP files located in "Improved Atmosphere\1.
Global\1.2. Materials" folder if you decided on any setup other than basic. Installation
instructions are provided in the 1.2. Materials section of this documentation, but you
should already know that if you came all the way down here, right?

While the mod has mostly been a solo project, it wouldn't be what it is today without the help
of several talented people who knowingly or unknowingly helped me bring this mod closer to
my vision. So, without further ado, I thank the following people:

- amycus for providing permission to use parts of his "Kirkwall Exports" mod.
- evenstargw for allowing me to use his "Honey I shrunk the vigilance", "The velvet
blade", and "Vigilance mesh fix" mods.
- hsli for the "Pirate dagger" from his "DA2 Isabela and Flemeth to DAO" mod.
- tmp7704 for generously allowing me to use his "dalish light armour", "unique light
armours", "rogue armor", and "apostate clothing" mods.
- Ketaroz for the beautiful icons (for vanilla model clothes, robes, and accessories) from
his "Icons Project" mod.
- encinodude for providing descriptions for a number of new items added by this mod.
- Qwinn and Nukenin for finding and fixing bugs within the core game, and for
releasing their source code, so that other modders (such as myself) could make their
mods compatible with their fixes. You should check out their fix packs, here and here.
- Kajana of DA Nexus for keeping the discussion alive while I was away by answering
help requests from players of the mod.

Additionally, I would also like to thank Bioware for the toolset and original resources (if you
ever release another DA, please also release a toolset), as well as for allowing porting between
their games. A big thanks also goes to all of you who provided feedback and help over the
years (yes, it's really been years).

Lastly, my biggest thanks go to you, the player, for deciding to check out this mod. Hopefully,
it will be to your liking.

Still there? I'm glad  (provided you did not just scroll to the bottom). If you have any
questions related to this mod, don’t hesitate to ask them on the forums or send them to me
via PM. Any feedback is also welcome.

Lastly, I hope you enjoy the mod!

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