newc0253 Posted December 23, 2009 Posted December 23, 2009 (edited) i didn't get the impression that Branka intentionally led her clan to become darkspawn. i read it as her obsession with trying to reach the anvil at any cost, which included the rest of her clan being wiped out. edit: just checked online, and realised she did deliberately sacrifice them. so, wow. Edited December 23, 2009 by newc0253 dumber than a bag of hammers
Oner Posted December 23, 2009 Posted December 23, 2009 I think she confirms it when you meet her, not sure though. Giveaway list: https://docs.google.com/spreadsheets/d/1DgyQFpOJvyNASt8A12ipyV_iwpLXg_yltGG5mffvSwo/edit?usp=sharing What is glass but tortured sand?Never forget! '12.01.13.
Wrath of Dagon Posted December 23, 2009 Posted December 23, 2009 That whole storyline didn't make much sense to me, and seemed very contrived. May be they explained why the golem guy couldn't destroy the anvil himself, but I must've missed it. "Moral indignation is a standard strategy for endowing the idiot with dignity." Marshall McLuhan
Gorgon Posted December 23, 2009 Posted December 23, 2009 I killed the Golem guy this time, then wanted to kill Bronca just on general principle, but I couldn't. Na na na na na na ... greg358 from Darksouls 3 PVP is a CHEATER. That is all.
Gromnir Posted December 23, 2009 Posted December 23, 2009 That whole storyline didn't make much sense to me, and seemed very contrived. May be they explained why the golem guy couldn't destroy the anvil himself, but I must've missed it. according to carradin (sp?) only a living being could destroy the anvil. shoulda' never seen branka... woulda' been better to have kept her out o' the picture or remote, 'cause meeting her and hearing her explain her Plan diminished her in our eyes. HA! Good Fun! "If there be time to expose through discussion the falsehood and fallacies, to avert the evil by the processes of education, the remedy to be applied is more speech, not enforced silence."Justice Louis Brandeis, Concurring, Whitney v. California, 274 U.S. 357 (1927) "Im indifferent to almost any murder as long as it doesn't affect me or mine."--Gfted1 (September 30, 2019)
Wrath of Dagon Posted December 23, 2009 Posted December 23, 2009 That whole storyline didn't make much sense to me, and seemed very contrived. May be they explained why the golem guy couldn't destroy the anvil himself, but I must've missed it. according to carradin (sp?) only a living being could destroy the anvil. The Third Law of Golemhood: "Thou shall not harm the anvil!" "Moral indignation is a standard strategy for endowing the idiot with dignity." Marshall McLuhan
Gorth Posted December 25, 2009 Author Posted December 25, 2009 There are a some inconsistencies in the game... as an apprentice I couldn't leave the darn tower short of jumping out the second floor window. Yet, no sooner am I out on a "special mission" and what happens? I get tasked with handing out termination notices to a handful of mages apprentices who has nothing better to do than running around in the country side and not a templar in sight. Decided that I had it with Andraste. Andraste this, Andraste that, Andraste everywhere. Being utterly fed up with hearing about Andraste and the Maker all the bloody time, I decided to side with the reavers. Now, if I just had the option to pee in the urn too At least it gave me the last specialisation for my collection. Next game I think am going to play a reaver. Lets see if we can't make the Maker shiver in his boots. Edit: Wynne didn't like it very much. Good riddance old hag. Remember to send my gear back. P.O. Box 123, Denerim. “He who joyfully marches to music in rank and file has already earned my contempt. He has been given a large brain by mistake, since for him the spinal cord would surely suffice.” - Albert Einstein
Aristes Posted December 25, 2009 Posted December 25, 2009 No no no, Gorthie! Those apprentices are part of the mage's consortium quests. They're a super secret group of mages that are extremely rare in Ferelden. I mean, SUPER SECRET and totally RARE! That's why you have to go to two places in the capitol city to find them, hidden right there in a magic shop in the Market District. Did I mention how rare magic is? It's really rare.
Gorth Posted December 25, 2009 Author Posted December 25, 2009 No no no, Gorthie! Those apprentices are part of the mage's consortium quests. They're a super secret group of mages that are extremely rare in Ferelden. I mean, SUPER SECRET and totally RARE! That's why you have to go to two places in the capitol city to find them, hidden right there in a magic shop in the Market District. Did I mention how rare magic is? It's really rare. Yeah, same store that sells the super regulated, hard to get, lyrium to anyone who waltzes in from the street The setting doesn't really appeal to me. It just never 'clicked' in my mind. Most of my companions area a bit on the two dimensional side too, making Dog, Sten and Zevran my favourites. Some of the things in the game that do shine are those little details that you notice and often forget afterwards, like the extras in a movie. Some of the non-joinable npcs are just priceless, like Dagna who wants to study the theory of magic or the wonderful duo (Herren and Wade) in Wades Emporium. I guess "discovery" is the main appeal for me in the game “He who joyfully marches to music in rank and file has already earned my contempt. He has been given a large brain by mistake, since for him the spinal cord would surely suffice.” - Albert Einstein
~Di Posted December 26, 2009 Posted December 26, 2009 Okay, techno-idiot is back with another inane question. Thanks to y'all, I learned how to install dazip mods via the daupdater.exe. Unfortunately, I've discovered that my no-helm mod, which physically removes helms except when in combat, has made quests requiring a party member to wear a specific set of armor impossible... and also impossible is completing the commoner dwarf origin. My problem? I can't figure out how to uninstall the damned thing, and there are no instructions with the mod itself. The daupdater.exe would be thrilled to reinstall it for me, but offers no way to uninstall, and the mod is entrenched so tight that it shows on my game DLC page, right under Shayle and Warden's Peak! Can anyone help me here?
Tigranes Posted December 26, 2009 Posted December 26, 2009 Uh... untick it in the in-game DLC page? Let's Play: Icewind Dale Ironman (Complete) Let's Play: Icewind Dale II Ironman (Complete) Let's Play: Divinity II (Complete) Let's Play: Baldur's Gate Trilogy Ironman - BG1 (Complete) Let's Play: Baldur's Gate Trilogy Ironman - BG2 (In Progress)
Gromnir Posted December 26, 2009 Posted December 26, 2009 No no no, Gorthie! Those apprentices are part of the mage's consortium quests. They're a super secret group of mages that are extremely rare in Ferelden. I mean, SUPER SECRET and totally RARE! That's why you have to go to two places in the capitol city to find them, hidden right there in a magic shop in the Market District. Did I mention how rare magic is? It's really rare. Yeah, same store that sells the super regulated, hard to get, lyrium to anyone who waltzes in from the street The setting doesn't really appeal to me. It just never 'clicked' in my mind. Most of my companions area a bit on the two dimensional side too, making Dog, Sten and Zevran my favourites. Some of the things in the game that do shine are those little details that you notice and often forget afterwards, like the extras in a movie. Some of the non-joinable npcs are just priceless, like Dagna who wants to study the theory of magic or the wonderful duo (Herren and Wade) in Wades Emporium. I guess "discovery" is the main appeal for me in the game ... am betting that you is a big fan of monty python. as for Di, the best way to remove unwanted mods is the extreme approach: backup your saved games and uninstall da. the extra 20 minutes it will take to complete reinstall da is your best bet for insuring that your helmet-mod is real and truly gone... and is the same advice we has heard dozens o' times from developers of other games that has been modded by well-intentioned fans. HA! Good Fun! "If there be time to expose through discussion the falsehood and fallacies, to avert the evil by the processes of education, the remedy to be applied is more speech, not enforced silence."Justice Louis Brandeis, Concurring, Whitney v. California, 274 U.S. 357 (1927) "Im indifferent to almost any murder as long as it doesn't affect me or mine."--Gfted1 (September 30, 2019)
Tigranes Posted December 26, 2009 Posted December 26, 2009 Except Di should only need to remove that mod long enough to get the specific quest(s) done? Only needs to go through the reinstall hoops if there are more problesm. Let's Play: Icewind Dale Ironman (Complete) Let's Play: Icewind Dale II Ironman (Complete) Let's Play: Divinity II (Complete) Let's Play: Baldur's Gate Trilogy Ironman - BG1 (Complete) Let's Play: Baldur's Gate Trilogy Ironman - BG2 (In Progress)
Gorth Posted December 26, 2009 Author Posted December 26, 2009 am betting that you is a big fan of monty python. Guilty as charged “He who joyfully marches to music in rank and file has already earned my contempt. He has been given a large brain by mistake, since for him the spinal cord would surely suffice.” - Albert Einstein
jaguars4ever Posted December 26, 2009 Posted December 26, 2009 (edited) So any idea when this Return to Ostagar DLC comes out? Let's hope its better than Bio's last ME DLC. Pinnacle Station my ass. Edited December 26, 2009 by jaguars4ever
Wrath of Dagon Posted December 26, 2009 Posted December 26, 2009 Finished DAO and I have to say I'm quite disappointed with the room clearing simulator. "Moral indignation is a standard strategy for endowing the idiot with dignity." Marshall McLuhan
Maria Caliban Posted December 26, 2009 Posted December 26, 2009 Okay, techno-idiot is back with another inane question. Thanks to y'all, I learned how to install dazip mods via the daupdater.exe. Unfortunately, I've discovered that my no-helm mod, which physically removes helms except when in combat, has made quests requiring a party member to wear a specific set of armor impossible... and also impossible is completing the commoner dwarf origin. My problem? I can't figure out how to uninstall the damned thing, and there are no instructions with the mod itself. The daupdater.exe would be thrilled to reinstall it for me, but offers no way to uninstall, and the mod is entrenched so tight that it shows on my game DLC page, right under Shayle and Warden's Peak! Can anyone help me here? On the main menu go to 'Downloadable Content.' There's a tab called 'installed content,' click it, and then uncheck the mod you want to disable. "When is this out. I can't wait to play it so I can talk at length about how bad it is." - Gorgon.
Gorgon Posted December 26, 2009 Posted December 26, 2009 So any idea when this Return to Ostagar DLC comes out? Let's hope its better than Bio's last ME DLC. Pinnacle Station my ass. I can't get excited about another 15 minutes of game time and a suit of armor. Na na na na na na ... greg358 from Darksouls 3 PVP is a CHEATER. That is all.
Gorgon Posted December 26, 2009 Posted December 26, 2009 Or use DA modder. the operations are pretty self explanatory. It's recommended because it creates a backup automatically every time you install mods. Na na na na na na ... greg358 from Darksouls 3 PVP is a CHEATER. That is all.
Nepenthe Posted December 26, 2009 Posted December 26, 2009 So any idea when this Return to Ostagar DLC comes out? Let's hope its better than Bio's last ME DLC. Pinnacle Station my ass. When it clears approvals. They apparently went back to the drawing board with it and either submitted it later than they had planned or resubmitted it. I have mixed feelings about Warden's Keep. It's short, it's more a question of buying the really good loot (including the armor with the best looks/stats ratio in the game and the best sword...) with the quest as an excuse to give out that stuff. After completing the mini-quest, the area completely fails to deliver, either in the way it's been set up in the story or even as the 'base', really... OTOH, the level design is gorgeous, and JNPCs and everything else is integrated to an impressive degree. I realise that they wanted to avoid The Pittesque artificial lengthening of the DLC by having lots of running in empty areas, but I think they went overboard with it - encounters are going off in quicked succession than ever in the main game... I guess I like it, but I'm gritting my teeth at how much more it could have been... Pinacle Station was Demiurge's DLC, though. You're a cheery wee bugger, Nep. Have I ever said that? Reapercussions
~Di Posted December 27, 2009 Posted December 27, 2009 (edited) Except Di should only need to remove that mod long enough to get the specific quest(s) done? Only needs to go through the reinstall hoops if there are more problesm. Which is exactly what I did. I was embarrassed to realize that the mod could be disabled by clicking on the check mark. I disabled the no-helm mod, then loaded the commoner dwarf origin at the proving ground, where she had to wear full armor. The game gave me a horrified stern warning that dire things could happen if I "force load" the game without the mod enabled. But I did it anyway, and was able to finish the origin without a hitch! Then I saved, enabled the mod again, and played on... I really, really hate those helmets! Thanks! Edited December 27, 2009 by ~Di
Maria Caliban Posted December 27, 2009 Posted December 27, 2009 So any idea when this Return to Ostagar DLC comes out? Let's hope its better than Bio's last ME DLC. Pinnacle Station my ass. No. Wait until they bundle it with six other DLC and sell it as a pack if you want your money's worth. Personally, I'd like them to sell Warden's Keep 2.0, where after you secure the Keep, you can actually go inside of it again. Maybe buy fish for your aquarium. "When is this out. I can't wait to play it so I can talk at length about how bad it is." - Gorgon.
jaguars4ever Posted December 27, 2009 Posted December 27, 2009 So any idea when this Return to Ostagar DLC comes out? Let's hope its better than Bio's last ME DLC. Pinnacle Station my ass. No. Wait until they bundle it with six other DLC and sell it as a pack if you want your money's worth. Personally, I'd like them to sell Warden's Keep 2.0, where after you secure the Keep, you can actually go inside of it again. Maybe buy fish for your aquarium. Not to mention that big-eared Avernus is having free run of the keep. Listen Chimp, I allowed you to stay - now I better damn well be seeing the results of my genetically engineered freakshow. Darkspawn don't fight themselves you know!
Atom523 Posted December 27, 2009 Posted December 27, 2009 honestly i hate it when a game gives you a castle and then doesn't let you use it. I mean come on! What is the point of having a castle when you only hang out in front of it! I would like a patch that will allow you to use it for some new quests and perhaps a HQ. Perhaps even defend it during a siege, that could be fun too.
Gorth Posted December 27, 2009 Author Posted December 27, 2009 Is that the place where you are supposed to have a permanent "storage" facility for your loot? I cheated a bit and gave myself the same functionality in the basic game. Just sell your stuff to the dwarf merchant in your camp. Console in a bit of money if you need some of your stuff back, voila! Permanent storage chest for Gorth and party “He who joyfully marches to music in rank and file has already earned my contempt. He has been given a large brain by mistake, since for him the spinal cord would surely suffice.” - Albert Einstein
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