Dragon Age: Origins Catch-All

Orzammar and the Deep Roads were not nearly as bad as folks had led me to believe. I actually enjoyed both, though having played the Dwarf Noble origin before starting my "real" game up

Spoiler:

Bhelen never stood a chance of getting my support :D

My experience also seems to have been very different on the hornblowing fight at the mountaintop.

Spoiler:

I had a totally easy time with the High Dragon (much easier than some of the other "big" fights). Maybe it was my party composition (three mages and Oghren), but we brought the dragon down in a minute or two, without anyone being in serious jeopardy (Wynne was healing while my main character and Morrigan kept up the offensive spells).

I'm playing on Normal this time through, for what that's worth.

Dimmer - play the dwarf casteless story for a different perspective =)

Bullion Cube wrote:

Dimmer - play the dwarf casteless story for a different perspective =)

I'm going to have to do that - I've played through all the origins except mage and casteless dwarf. Out of all of them, I really enjoyed the human noble one as a female rogue the most.

To get the whole story difference, you'll need to do the origin, and then go back to Orzamarr later. It's pretty awesome.

Yeah, I love how your perspective on the situation in Orzamaar changes depending on which origin you took.

tanstaafl wrote:

Yeah, I love how your perspective on the situation in Orzamaar changes depending on which origin you took.

I can imagine the casteless reception won't be warm.

MrDeVil909 wrote:
tanstaafl wrote:

Yeah, I love how your perspective on the situation in Orzamaar changes depending on which origin you took.

I can imagine the casteless reception won't be warm.

That's why I'm saving it for last. I want those mothersuckers to know who the boss is.

My rogue dwarf just started decapitating people, btw. That was quite a thrill.

Vrikk wrote:

Why are we calling Shale a "she"?

Because LarryC seems intent on using spoilers, in a non-spoiler thread, when there is no reason to do so.

I think I noticed something odd last night. It seems on normal that friendly AOE's such as fire/ice do zero damage against your party members but the living bomb line still beats the stuffing out of your party. I've never played around with those spells but last night I was tossing them like crazy just because I liked the explosion effect. Nearly wiped my party one time setting one of those off.

the 1.02 Patch is up!

Dragon Age: Origins 1.02

Patch details:

Many of the fixes affecting balance, gameplay, or plot scripting are already included in the Xbox 360 and PlayStation®3 versions of Dragon Age: Origins.
Balance

* Daggers now apply 0.5 points of damage per additional point in dexterity and 0.5 points of damage per additional point in strength, as originally intended. This increases dagger damage for high-dexterity characters. (rogues are fixed!)

* During combat, mana or stamina reserves now correctly regenerate more quickly when reserves are low. This allows players to occasionally use an talent or spell in the later stages of lengthy fights.

* When exploring, mana and stamina now regenerate more quickly at higher character levels. This reduces downtime between fights.

* The spells Force Field, Crushing Prison, Cone of Cold, and Blizzard now have shorter durations and/or longer cooldowns. This ensures that combatants can no longer stun-lock each other by repeatedly casting the same spell.

* The cooldowns for several low-level sustained abilities are now shorter. This ensures that players are not penalized for accidentally deactivating them.

* Certain battles were not scaling properly, resulting in excessively difficult fights. They now scale as intended.

* Enemy corpses now drop health poultices and money more appropriately, resulting in less clutter in the player's inventory.


Gameplay

* In rare cases, enemy corpses were selectable when they contained no loot. This no longer occurs.

* Party members whose combat tactics were set to defensive behavior no longer stop attacking after using a spell or talent.

* In rare cases, combat tactics conditions could fail to determine whether a character had enough mana or stamina to use an ability. This no longer occurs.

* The Rally talent no longer repeats its audio effect if it is active during certain conversations.

* The Rally talent no longer deactivates upon area transitions or conversations.

* The Shimmering Shield spell now deactivates when the character is out of mana.

Plot *Spoiler Warning*

Spoiler:

* Promotional downloadable content items now remain in the player's inventory when standard items are removed at the end of the dwarf noble origin.
* Repeatedly talking to Duncan after gathering the vials in the Korcari Wilds but not the treaties no longer provides duplicate experience.
* Leliana's personal plot can now be completed if the player substantially increased her approval (through gifts) before talking to her.
* During the siege of Redcliffe, enemies are no longer able to spawn in locations that would break the plot.
* Bann Teagan no longer disappears when he is supposed to be accessible during Urn of Sacred Ashes.

PC Specific

* Controlling a summoned creature (like a ranger's pets) during certain special area transitions no longer results in odd behavior.

* Creating a character in a custom module did not create a folder for saves. This could result in corruption of main campaign saves. This no longer occurs.

* In some cases, the class icon was set incorrectly for characters imported from the downloadable Character Creator. This no longer occurs.

* The options menu now includes a setting to automatically download previously purchased content that is not currently installed.

* After installing new downloadable content, the game now always reminds the user to restart the game.

* The icons for some promotional downloadable content items were missing. They now appear correctly.

* The screenshot upload GUI would stop working from time to time on the client. There was a memory override that was fixed. It is a client fix. It doesn't affect the other problems we have seen on the server.

Jeff-66 wrote:

* The spells Force Field, Crushing Prison, Cone of Cold, and Blizzard now have shorter durations and/or longer cooldowns.

Boo! Hiss! Boo!

I'm so glad they fixed the Rogue since I finished the games this weekend at 60+ hours with my main being a rogue. *rolls eyes* Thank god for cunning.

trueheart78 wrote:
Jeff-66 wrote:

* The spells Force Field, Crushing Prison, Cone of Cold, and Blizzard now have shorter durations and/or longer cooldowns.

Boo! Hiss! Boo!

Those spells were seriously overpowered.

garion333 wrote:

I'm so glad they fixed the Rogue since I finished the games this weekend at 60+ hours with my main being a rogue. *rolls eyes* Thank god for cunning.

Yup. The bug didn't affect my rogue much either, thanks to the Lethality skill.

Two things:

I'm at 70 hours played, and there's still one more main quest to do.

Oghren and Wynne were with me through the entirety of the Deep Roads, and not a peep out of Oghren. Not one word.

I wonder if a Dex/Cunning dagger build is viable now. It doesn't seem like there are any really good daggers in the game though and it seems like a waste not to use all the really good one handed weapons.

Hmm, actually looking at the Wikia it seems there are two really good tier 7 daggers. One of them you can buy while the other you have to be a City Elf Rogue and do a certain thing in your origin.

Latrine wrote:

Hmm, actually looking at the Wikia it seems there are two really good tier 7 daggers. One of them you can buy while the other you have to be a City Elf and do a certain thing in your origin.

You don't have to do anything during the origin, you just need to

Spoiler:

rescue your Dad when you return to the Alienage towards the end of the game. Once he returns home, go talk to him and he'll give you your Mom's old knife.

buzzvang wrote:

Oghren and Wynne were with me through the entirety of the Deep Roads, and not a peep out of Oghren. Not one word. :(

That's odd. My first playthrough had both of those characters in the Deep Roads and they wouldn't shut up. They probably had a half dozen conversations between the two of them and Oghren had several moments through that quest where he'd yap about something or other all by himself.

No mention of any archery fixes. I was really looking forward to those, because I don't like using unofficial mods that mess with things so fundamental to the game.

EDIT: Early consensus on the official forums is that archery isn't really broken, so it may or may not be changed. Now I have to try out an archer warrior to see how viable it really is!

Kehama wrote:
buzzvang wrote:

Oghren and Wynne were with me through the entirety of the Deep Roads, and not a peep out of Oghren. Not one word. :(

That's odd. My first playthrough had both of those characters in the Deep Roads and they wouldn't shut up. They probably had a half dozen conversations between the two of them and Oghren had several moments through that quest where he'd yap about something or other all by himself.

Yeah, they're apparently both beer-ophiles, and went on about it at length. I was expecting something way more awkward, but Big O turned out to be almost respectful with Wynne.

Latrine wrote:

I wonder if a Dex/Cunning dagger build is viable now. It doesn't seem like there are any really good daggers in the game though and it seems like a waste not to use all the really good one handed weapons.

Hmm, actually looking at the Wikia it seems there are two really good tier 7 daggers. One of them you can buy while the other you have to be a City Elf Rogue and do a certain thing in your origin.

There's a killer Tier 7 dagger in Orzammar at one of the vendors, the "Rose's Thorn", I think it's called. Stupidly expensive though, at 148g (does anyone ever acquire that much money?)

BadKen wrote:

EDIT: Early consensus on the official forums is that archery isn't really broken, so it may or may not be changed. Now I have to try out an archer warrior to see how viable it really is!

I'm actually playing an archer rogue/ranger. It's viable but I wouldn't say it's a powerhouse. It can lightly cc, debuff, and aoe though at levels that are a poor shadow of what a mage can do with even low level spells. The hardest part for me has been finding really good bows. In most fights I play him as a puller and sniper. He's great at pulling one or two of a large group without alerting the others. In the instances that I do end up fighting large groups I go into sniper mode and pick off all the enemy ranged fighters while the rest of my group mixes it up in melee.

Here's a for instance:

Spoiler:

In the throne room fight in Redcliffe you have maybe 5 or 6 guys rush your party while something like 5 or 6 archers stand back and plink away. By the time Morrigan, Sten, & Zevron had taken out the melee guys I was putting the final shot into the last archer.

I almost always run my archer with rapid shot and I'd hoped the attacks would serve to disrupt enemy spellcasters but it seems to be extremely rare that it does. As I said in another post, it also seems like I miss a good bit even though almost every point I've gotten has gone into dexterity. At level 11 I believe I'm somewhere in the neighborhood of 40 dex plus or minus.

Bioware wrote:

Enemy corpses now drop health poultices and money more appropriately, resulting in less clutter in the player's inventory.

I've been playing with the 1.02 patch, and I can say one thing for sure, coin drops have dramatically improved. I'm level 16, and just got a 1g,18s drop from a standard 'sergeant' (yellow-text) mob. Grunts have been dropping 18, 20, and saw a 27s drop. This is a good thing, as I think money has been hard to come by, and seems I'm always broke or close to it.

Kehama wrote:

I almost always run my archer with rapid shot and I'd hoped the attacks would serve to disrupt enemy spellcasters but it seems to be extremely rare that it does.

There's special ammunition - Andraste's Arrows - that specifically interrupt spellcasters.

BadKen wrote:

No mention of any archery fixes. I was really looking forward to those, because I don't like using unofficial mods that mess with things so fundamental to the game.

EDIT: Early consensus on the official forums is that archery isn't really broken, so it may or may not be changed. Now I have to try out an archer warrior to see how viable it really is!

Leliana with almost nothing but dex upgrades and Slaying Arrow shot up the damage% tree rather quickly for me.

Time for some updates. (I haven't gotten much chance to play DA yet, so apologies for the late update)

Mods (Updated 12/7 Post 1.02 Clean up)

Disclaimer: Sorry, I will not be posting links to the inevitable "adult" mods. So please don't ask.

Grab the Dragon Age Toolset here.

(12/7) Mod list updated. (thanks to speeddub on SA forum for the nice list to help me get started.)

[u]How to install/uninstall mods[/u]:

Where Mods are stored/installed:

"Non-dazip" type mods:
\My Documents\Bioware\Dragon Age\Packages\core\override\
This is where mods with *.ncs, *.gda files (or any mods that doesn't come with .dazip file extension) should be placed.

To keep things clean, I recommend that you create sub-folders for mods that have multiple files. Like NWN2, mods in sub-folders are SUPPORTED, so you don't have to worry about mods in sub-folders not being loaded by DA:O.

The downside of putting mods in their own folders is that it can "hide" the fact that some of the mods edit the same file. (ex. "Item Received" and "Auto Swap Quick Slot Bar" both make edits to player_core.ncs file. So only one of the mod will work. ) Going by my experience with NWN2 mods, the last (by alphabetical ordering of the folders and files) version of the same .ncs file will be used in the game. (I just confirmed that this is the correct load behavior)

So to Uninstall these mods, you just need to delete the associated files in the \override folder. (Which is MUCH easier if you took my advice and stored your mods in their own folders. )

.dazip type mods:

\My Documents\Bioware\Dragon Age\AddIns
This is where the contents of .dazip mods are stored.

You will need to run daupdater.exe to install .dazip type mods (or DLCs). Run the program and point to where the .dazip file that you want to install is located. (The .dazip file can be stored anywhere that is accessible by your PC.)
Once you install the mod, it will appear in your in-game "Downloadable Content" section, under "Installed Content" tab. You can disable/enable the mod easily here.

daupdater.exe is located at:
{where you installed DA}\bin_ship\

Every .dazip mods will have its own folders here. And to uninstall .dazip type mods, you just have to remove its associated folder in the \AddIns folder.

Tweaks, Technical FAQ: (Updated 11/10)

Q: I HATE the voice of my Character, how can I change it!?

You will need to grab the toolset to see the soundset file.

Soundset ID values are posted here. Sorry about the formatting, I tried...

foh[/url] forum]
[color=red]**Should go without saying but backup your save games before you start f*cking with them ** [/color]

  • Open the below file on your PC. (This file lists all of the PC Voice over sound sets) The value ID row you are looking for is the SoundSet one:
    \SteamApps\common\dragon age origins\tools\Source\2DA\playersoundsets.xls
  • Open the toolset
  • Click 'File' then 'Open File'
  • Browse to your C:\Documents and Settings\Your profile name here\My Documents\BioWare\Dragon Age\Characters directory
  • Select the character name and save game you would like to modify.
  • Select your save game .das file and click 'Open'
  • Once the file opens click on SAVEGAME_PLAYERCHAR \ SAVEGAME_PLAYERCHAR_CHAR
  • Go to the bottom of the list and change the below values to what ever voice you want
    SAVEGAME_PLAYER_SOUNDSET
    SAVEGAME_DEFAULT_SOUNDSET
  • Save your work, load up the game and enjoy your new voice!

Q: Where are my saves/characters/settings stored?

XP: My Documents\BioWare\Dragon Age\
Vista: \users\\Documents\Bioware\Dragon Age

Q: Developer Consoles? Commands? (Thanks to SA forum and Gamespot Forum)

Start the game with -enabledeveloperconsole in the shortcut, so the Target field looks something like "blah/daorigins.exe" -enabledeveloperconsole. (Note: If you're on Steam just right click on the game in your list, then go to Properties->Set Launch Options and plug in -enabledeveloperconsole)

Once you're in the game, hit the ` (tilde, or in the setting file it is called GRAVE) key to bring up the console. It won't be visible, but it's there.

Currently known console commands can be found in this thread, but make SURE that you save MORE OFTEN if you decide to use the commands. Some of them can screw up your game.

NOTE: I have not played with these commands much, so please let me know of your findings.
In this regard, I don't recommend using the following:

  • runscript chargen - Upate thanks to LobsterMobster:
    You get to pick your origin all over again but your character doesn't show up on the screen, nor do any of the customization options, so you can't change your appearance or voice even blindly. It resets you to level 1, then puts you back at the beginning of the story.
  • runscript warrior/rogue/wizard - I heard reports of stats being screwed up after changing your class, but some people reported success with this command so YMMV.

I do plan on using the runscript zz_addparty command. Since I'd like to have more people in the party.
However, I have heard that the added memmbers don't participate in dialogs properly. So it is probably the safest to just add the dog (which btw you add by using his/her name, which you have given him/her).
Also, at certain point in the game

Spoiler:

when you enter the Fade by yourself

you will need to run the runscript zz_dropparty OR runscript zz_selectparty commands to make sure that no NPCs are in your party. This isn't game breaking, but it could lead to some conversation weirdness shortly after the event.

Q: My DLC downloaded, but it's not showing up in the menu at all! (Huge thanks to SA forum posters for this)

1. Shut down Dragon Age: Origins
2. In Windows, press the 'Start' button and select 'Run'. In the command line type 'net stop DAUpdaterSvc'
3. Navigate to 'My Documents\\BioWare\\Dragon Age\\Settings' and delete 'Manifest.xml'
4. Navigate to 'C:\\Documents and Settings\\All Users\\Application Data\\BioWare\\Dragon Age\\' and delete the 'DAUpdater' folder
5. Restart Dragon Age: origins and log in
6. Your content will be available for redownload on the Download Progress tab

Mod list post:

Speeddub at the SA forum has a very nice and comprehensive post of currently available mods, which helped me in making the thread. But since then, I have updated the list extensively.
The [color=purple]purple[/color] colored mods are HIGHLY recommended mods. (These tend to be the mods that improve the game experience w/o any worry of unbalancing it greatly, or worry about bugs)
The [color=blue]blue[/color] colored mods are recommended mods.
[u]Italic and underlined texts are my personal comments [/u] for mods that originally appeared in Speeddub's post.

*****NOTE*****
Right now, some of the recommended mods conflicts each other since they edit the same .ncs files. They are:

Item Received, No companion Autolevel, AutoSwap Quick slot Bar.

Cosmetic:

[color=purple]Pineappletree s Vibrant Colors[/color] - Adds new hair colors, skin tones, eye colors and tweaked some original DA:O character creator eye colors.
[color=purple]No Helmet Hack[/color] - A better helmet hiding mod. Compared to the other No helmet mod, this one is more consistent and less buggy, since actually hides the helmet in the invisible cloak slot (which exists in DA but not used). That said, if cloaks are added in the future, this mod will most definitely not work.
[color=purple]Forced Deathblow mod[/color] - Every melee kill becomes one of those cool looking "fatality" moves. MADNESS!? THIS IS FERELDEN!
[color=purple]DA Gore Adjustment[/color]: The mod keeps blood off of your party members' faces. And there are 3 levels of gore.
Whiter Teeth
Larger Conversation fonts for HiRes displays
Bandit Scars & Tattoos added to face customization
[color=purple]JB Textures[/color][u]The new textures are nice indeed. But just remember that they could impact your system performance[/u]
Freckles Plus add freckles to characters
[color=blue]Annoyance Remover[/color] Removes the annoying Fade graphical effect, and annoying graphical effects on some sustained AoE spells, like Rally. [u]I can't recommend this mod enough, I only wish that instead of removing the fx completely, they are replaced by a "lite" version.[/u]

New Sten Face Makes Sten look older and gives him a beard and eyebrows.

Gameplay:
[color=purple]Detailed Tooltips[/color] - (Mod description) Modified entries in the core_en-us.tlk file for ability tooltips to display more detailed information, derived straight from the game's scripting. Information such as base damage and scaling factors, effect durations, attack/defense buffs/penalties etc. will be shown in ability tooltip.
[color=purple]Complete Weapon Rebalance[/color] - Comprehensive weapon rebablace mod which makes 2H, Archery better. I prefer this mod + Better Archery mod over the DEX Hotfix mod.
[color=blue]Scaling Changes[/color] - This is a interesting WIP mod, currently it makes CON more useful by making Healing Poultices scale off of CON. Also, every point of CON beyond 10 will decrease the Fatigue by 1%. (I can see people view this as "cheating" but I think this change make sense.) Finally, it changes Holy Smite to scale off of STR rather then WIL (which make sense for a warrior).
Runes for Everything Mod - A mod that adds rune slots to all the equipments. Balance is not considered right now for the mod, and some of the runes won't work if they are not placed on a weapon. But this is a great start to something potentially wonderful.
[color=purple]Auto Highlight[/color] : A configurable mod that will save us from having to press the TAB key to highlight usable objects all the time!
Dexterity fix (Fixes both daggers and archery) After patch 1.02 this is probably not recommended anymore, but the archery changes may be separated out in the future, so the mod will remain for now.
[color=purple]Items Received[/color] shows floaty text when you pick up an item that tells you what you picked up (particularly helpful for stealing) [u]PC gaming rocks! :)[/u]
Dragon Age Mutator: A configurable mod with a lot of tweaks, including silencing Shale's footsteps.
Extra Tactics This mod is superseded by Advanced Tactics Mod below. Adds some tactics conditions bioware forgot (i.e. "Ally - Status - Dead", "Self - X Allies have Curable Effects", "Self - X Allies Alive") [u]Did I mention that PC gaming rocks yet!? ;)[/u]
[color=blue]Advanced Tactics[/color] - Continuation of Extra Tactics mod, with more additions to the tactics system.
[color=blue]Auto-Swap Quick Bar[/color] swaps to a different quickbar when you switch weapon sets. Since you don't go in to two weapon types much, this isn't super useful, but you could use it with a second staff on a mage to switch between healing/dps or something
Item Rebalance Mod "An attempt at making the loot and treasure hunting in Dragon Age more interesting and rewarding" Check the page, there are numerous changes
Nightmare + An even harder difficulty
[color=blue]Auto Loot[/color] Automatically loots items, provided you have enough inventory space, without opening the loot gui

Improved Selling Items now sell to vendors for 75% of their worth, instead of 25%

Character/Skill Mods:
[color=purple]Better Archery mod[/color] - From the mod description: The changes in the project are, as mentioned, more focused on *primary* archers. Group of enemy archers usually don't have neither half the talents that really make an archer powerful with this project. For me, the best part about this mod is that it is CUSTOMIZABLE. You can choose to install various parts of the mod. This is esp. great if you plan on using the great weapon rebalance mod.
[color=purple]Respec Mod[/color] Allows you to respec yourself or your allies, also makes learning specializations easier (if you want)
Instant Shapeshifting
[color=blue]Vals Shifter Mod[/color] This shapeshifter mod has improved a lot, there are now even more forms (including drake) and abilities.
[color=blue]Steal Cooldown Reduction[/color] Steal cooldown reduced to 1.5 seconds (from 10 seconds) - useful if you do a lot of out-of-combat stealing. Might break your tactics if your rogue is set up to auto-steal in combat.
Change Your Character's Gender
Bardic Haste Makes bards better by giving "Song of Valor" the same effect as haste while retaining its original benefit. I don't really consider this overpowered because bards are fairly weak otherwise. [u]I'd actually recommend this but my bard is also a ranger, so I rather not have even more added upkeep.[/u]
Dual Wield 2 Handed Weapons (WARNING: the game counts this as 2 1 handed weapons, your 2handed weapon skills won't work) [u]I actually use this, because I think it looks cool, and won't break the game much. Since besides looking cool, serious dual wield builds wouldn't use 2x non-dagger weapons. [/u]
[color=blue]No Follower Autolevel[/color] Stops your followers from auto-leveling (They start at level 1 with all appropriate stat/skill/talent points) [u]This allows you to pick specializations earlier, esp. nice to get Morrigan into healing[/u]

No Starting Talents Your character doesn't start specced in to one origin-chosen talent, you get to spend that talent yourself.
[color=blue]Cast Spells Without Sheathing Weapon[/color] Useful for Arcane Warriors. Top-tier spells (like inferno, blizzard, etc) still require a weapon sheathing, but weaker spells don't. Makes your Arcane Warrior feel more like a hybrid melee/caster than an autoattacking melee who can cast spells sometimes (or a caster who can autoattack sometimes). [u]Don't call this a cheat![/u]

Additional Content:
[color=purple]Storage chest at Camp[/color] [u]There are some concerns about the chest disappearing after certain events

Spoiler:

(when your camp is attacked)

. But I am happy to report that you won't loose your item. You just need to leave the camp and re-enter it (so that the game loads the version of camp that you normally have.

[/u]
[color=purple]Winter Forge[/color] - Mod Desc: This module adds a craftswoman to the camp. Through a series of dialog options, you'll be able to :
- Craft a new item, while being able to choose the item model, material, properties, set bonus, name, restrictions, penalties, etc etc etc.
- Modify an existent item, by placing it into one of the placeables found near the NPC

[color=blue]Mysterious Bag[/color] - A summonable Bag, that is able to add any item you spezify to the game. It utilizes the 2DA and M2DA-System to allow fellow modders to give their items to the player in a swift and easy way without having to type a single line of code.
The only thing that has to be done is to create the MOD_ADD M2DA for the item(s).

[color=blue]Black Templar Armor[/color] This suite of armor looks pretty awesome IMO. Its stats are the same as that of the Blood Dragon Armor and the Bergen's Honor Helmet. Image
Access to all Promo Items (I recommend the alternatives below) [u]You actually need to uninstall your game to get these to work, since it requires that you have the v1.0 of the game. I think it is too much hassle IMO.[/u]
[color=purple]Stamina Potion Recipe[/color] Mod. This mod adds the much sought after stamina potions into the game! Right now, it is only possible to make this potion yourself and not obtain it from drops.
[color=purple]DLC Merchandise[/color] - IMO, this is the better of the two mods that adds simulated DA Promo items to the game. It checks if you have any Promo items enabled, and any detected promo items will not appear in the vendor's inventory. Bodhan is the vendor that sells the items.
[color=blue]DA Promo Item Mod[/color] - Adds simulated version of all the Promo items to the game. To use this mod, it is recommended that you remove any promo item DLCs that you may have disabling them in game would suffice.

"Cheat" Mods:
25 Default Tactics makes all characters start with 25 tactic slots.
Easymod "Easy Mod is aiming to become a many-in-one utility script that changes rules the behavior of the game." - currently only has 3 functions, making your inventory bigger, changing your character's name, and fixing a bug involving the Urn quest.
Unlock All Specializations

Other:
Dragon Age Mod Manager I don't use this, but I've heard good things.
[color=blue]Bioware Forum Tweak[/color] - Screenshots 1, 2, 3 - Greasemonkey script that makes the bioware forum more readable.

Updated the mod list after patch 1.02. Winter forge and Mysterious bags added, Dagger fix mod removed.

Oh and there is also a new Mod Manager the author is German, so I am not sure how well the English version will be supported and updated. I will keep an eye on this and update the mod list when I get more feedback on it.

Jeff-66 wrote:
Latrine wrote:

I wonder if a Dex/Cunning dagger build is viable now. It doesn't seem like there are any really good daggers in the game though and it seems like a waste not to use all the really good one handed weapons.

Hmm, actually looking at the Wikia it seems there are two really good tier 7 daggers. One of them you can buy while the other you have to be a City Elf Rogue and do a certain thing in your origin.

There's a killer Tier 7 dagger in Orzammar at one of the vendors, the "Rose's Thorn", I think it's called. Stupidly expensive though, at 148g (does anyone ever acquire that much money?)

Yes because I bought it. Ran through the 360 version with a duel wielding dagger stabber. Wasn't really viable for the final battle but until then no darkspawn stood a chance.

Jeff-66 wrote:

There's a killer Tier 7 dagger in Orzammar at one of the vendors, the "Rose's Thorn", I think it's called. Stupidly expensive though, at 148g (does anyone ever acquire that much money?)

Well with the quest in the dust district, you can end up making around 75 Gold sovereigns. So money isn't that hard to come by.

Finished my first playthrough.

What a great, great game.

I've already started my second playthrough, but I'm not sure how far I'll manage to get - based on a conversation Nightmare and I had, I'm going to play as Singleton, the antisocial Warden, and will see if I can drive away any and all potential followers. Except for my Mabari, Stay.

A boy and his dog against the Blight. This should be interesting