Ooo... what's the mod that allows rogues to automatically unlock chests?
The only mods I'm currently running with are those that resize Shale and upgrade the model's skin to compensate. It looks way better when the "huge" golem is actually... huge.
Ooo... what's the mod that allows rogues to automatically unlock chests?
The only mods I'm currently running with are those that resize Shale and upgrade the model's skin to compensate. It looks way better when the "huge" golem is actually... huge.
Shale isn't supposed to be a "huge" golem. The mage that owned her before chiseled her down so she could fit into houses and through doorways. She, like, tells you this.
Ooo... what's the mod that allows rogues to automatically unlock chests?
The only mods I'm currently running with are those that resize Shale and upgrade the model's skin to compensate. It looks way better when the "huge" golem is actually... huge.
Shale isn't supposed to be a "huge" golem. The mage that owned her before chiseled her down so she could fit into houses and through doorways. She, like, tells you this.
Yeah, but the "bigger" Shale from the mod still looks like it'd fit through doorways. Replace "huge" with "powerful" and you'll more accurately get what I meant. When I originally played through the game, Shale seemed a little small for the backstory (even given the chiselling).
For companions, so far we know of a dwarf, an elf, and 2-3 humans, right? I wonder if we'll get another qunari. DA:O had a golem, so hopefully we get something equally funky this time too.
Two elves (Fenris and Merrill)
A dwarf (Varric)
Three humans (Isabela, Aveline, and an unnamed male mage that lots of people think is Anders)
Either Bethany or Carver
Sebastian
“Not all qunari have horns,” says Dragon Age lead writer David Gaider. “Some are born without them, but it has never been considered a defect. Instead the mark is considered special, indicating one who is clearly meant for a special role in their society—as a Ben-Hassrath who enforces religious law or as an envoy to other races. It is also not uncommon for qunari who abandon their beliefs to remove their own horns, for reasons not yet clear.”
I wonder how the import system works in 2, considering the save files are a bit of a clusterfuck in one since it duplicates your character for every dlc you play.
Would just the most recent save be good enough (say, your witch hunt or awakenings character) or might it somehow need an origins save from the epilogue as well?
Yes, that was a qunari. Are you angry yet? You're apparently supposed to be angry.
It was a Qunari-Demon. I don't care what they ret-con/say. Sten better show up and go "What the hell is that?!" at some point. If he didn't, it be modded in, which explains the silence on the toolset. Blast!
I wonder how the import system works in 2, considering the save files are a bit of a clusterfuck in one since it duplicates your character for every dlc you play.
Would just the most recent save be good enough (say, your witch hunt or awakenings character) or might it somehow need an origins save from the epilogue as well?
Your choices carry over through all of them. If you did Origins > Awakening > Golems > Witch Hunt you can import the Witch Hunt file and get everything.
I wonder how the import system works in 2, considering the save files are a bit of a clusterfuck in one since it duplicates your character for every dlc you play.
Would just the most recent save be good enough (say, your witch hunt or awakenings character) or might it somehow need an origins save from the epilogue as well?
Your choices carry over through all of them. If you did Origins > Awakening > Golems > Witch Hunt you can import the Witch Hunt file and get everything.
That's a relief. I seem to have misplaced by origins "epilogue" save for my main playthrough, though I still have one for WH/A.
I...like the horned Qunari? I look forward to seeing how Hawke and the Free Marches factor into the conflict between the Qunari and the Imperium, and I'm especially stoked to finally (hopefully) encounter the Tevinters.
Torso Boy on
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ZarathustraEckUbermenschnow with stripes!Registered Userregular
edited January 2011
I like them too. The thing I don't understand is that there was any NEED to retcon anything (thanks for the link earlier).
Seriously, why can't the devs just say "yeah, we decided they should have had horns" and we done with it? No one needs to concoct a story about our Sten being "special". Apparently EVERY Qunari we met in DOA (and damn, there were a lot of mercs when you think back) was just as special.
They had to retcon it because they had to make the lore consistent. And I don't know why you wouldn't think the Qunari mercenaries abandoned the Qun and therefore cut off their horns.
Blackjack on
3DS: 1607-3034-6970
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ZarathustraEckUbermenschnow with stripes!Registered Userregular
edited January 2011
No, what I mean is... what's inconsistent about it? Or rather, why do we need an explanation? The first game didn't display their horns... so what? Hurlocks look different in this game, but I'm not looking for an elaborate explanation on why that is. I'd be fine with "yeah, our developement cycle for DAO didn't have room for entirely new models for the Qunari, so we didn't model unique heads."
I'm not sure it counts as retconing if you're adding to the lore, as opposed to altering it. The merchant in Awakening makes it clear that he abandoned the Qun, which we can also take to be true of most mercenaries, and Sten was presumably born without them.
Since Ferelden is peripheral to the Qunari/Imperium conflict and presumably the previous war, it makes sense that outsiders are the only sort of Qunari who end up there. Sending Sten to check out the Blight makes sense because hornless Qunari are likely to draw less attention.
Furthermore, I don't know if this was pointed out in Origins or Awakening, but it's already known that Qunari broodmothers produce Ogres, who have horns.
So...I guess I disagree that a retcon has even taken place. It's additional lore that the writers can validly claim we simply didn't know before. It's totally plausible that they had the horns in mind from the start, given the various breeds of darkspawn correlating to races of Thedas.
Posts
3DS: 1607-3034-6970
Shale isn't supposed to be a "huge" golem. The mage that owned her before chiseled her down so she could fit into houses and through doorways. She, like, tells you this.
Yeah, but the "bigger" Shale from the mod still looks like it'd fit through doorways. Replace "huge" with "powerful" and you'll more accurately get what I meant. When I originally played through the game, Shale seemed a little small for the backstory (even given the chiselling).
-Z
-Z
But no dice.
Edit: here
http://bioware.files.wordpress.com/2010/08/da2_races.jpg
we're also still short a mage
a qunari mage would certainly be interesting, but I'm not exactly banking on it
Yeah, a qunari mage would allow for some really cool insight into that aspect of the qunari.
Two elves (Fenris and Merrill)
A dwarf (Varric)
Three humans (Isabela, Aveline, and an unnamed male mage that lots of people think is Anders)
Either Bethany or Carver
Sebastian
Possibly more, but who knows.
3DS: 1607-3034-6970
the pictures don't look right
and it'd be weird to have like half the companions be origins characters
Slightly more muscular and taller - Standard - Ever so Slightly Skinnier and Shorter - Dwarf
Haha.
Really? people have only been complaining about since they announced it :P
EDIT: Only SPECIAL Qunari have them
3DS: 1607-3034-6970
No, only special qunari don't have them. Like Sten.
-Z
3DS: 1607-3034-6970
Would just the most recent save be good enough (say, your witch hunt or awakenings character) or might it somehow need an origins save from the epilogue as well?
It was a Qunari-Demon. I don't care what they ret-con/say. Sten better show up and go "What the hell is that?!" at some point. If he didn't, it be modded in, which explains the silence on the toolset. Blast!
Buncha softies
That's a relief. I seem to have misplaced by origins "epilogue" save for my main playthrough, though I still have one for WH/A.
Seriously, why can't the devs just say "yeah, we decided they should have had horns" and we done with it? No one needs to concoct a story about our Sten being "special". Apparently EVERY Qunari we met in DOA (and damn, there were a lot of mercs when you think back) was just as special.
-Z
3DS: 1607-3034-6970
I guess I'm just not angry enough about the game?
-Z
Battlenet ID: MildC#11186 - If I'm in the game, send me an invite at anytime and I'll play.
Since Ferelden is peripheral to the Qunari/Imperium conflict and presumably the previous war, it makes sense that outsiders are the only sort of Qunari who end up there. Sending Sten to check out the Blight makes sense because hornless Qunari are likely to draw less attention.
Furthermore, I don't know if this was pointed out in Origins or Awakening, but it's already known that Qunari broodmothers produce Ogres, who have horns.
So...I guess I disagree that a retcon has even taken place. It's additional lore that the writers can validly claim we simply didn't know before. It's totally plausible that they had the horns in mind from the start, given the various breeds of darkspawn correlating to races of Thedas.
Pretty much all the other art style differences their justification was basically DEAL WITH IT.
3DS: 1607-3034-6970
And also the really stupid hair horns.
3DS: 1607-3034-6970
That's cool.
Sure it gets rid of the "lolorcs" thing, but it is a pretty significant revision.