dragon age origins мод improved atmosphere

Dragon Age: Origins «Improved Atmosphere»

Когда вы играли в Dragon Age, вы были разочарованы отсутствием жизни в городах? Вас беспокоил тот факт, что большинство окружающих NPC после Остагара отказывались двигаться и вместо этого просто безнадежно стояли на одном месте? Вам понравилось слышать, как ваши спутники взаимодействуют друг с другом, но были разочарованы, что было так мало случаев, когда они вступали в разговор? Как насчет большего разнообразия, когда речь идет о вашем собственном оружии, а также броне? Хотели ли вы, чтобы тела ваших жертв остались после того, как вы их убили?

Этот мод пытается убрать все эти недостатки и многое другое. И лучшая часть в этом? Он состоит из модулей; Вы можете использовать все, что он может предложить, или только небольшую его часть.

Изменения:
1. Global
1.1 Изменилась анимация в игре, стала значительно лучше, но все таки есть некоторые недочеты.
1.2. Золотой Материал: добавляет новый золотой материал (Твердое Золото) в игру. Хотя этот материал был уже доступен в первоначальной
игре, и его характеристики были теми же самыми как из железного материала. В результате, золото сделано немного лучше, чем сильверит.
1.3. Оттенки. Они позволяют нам менять оттенки каких-либо предметов, так как нам хочется.
1.4. Новые и Необходимые предметы. Добавлены, чтобы предать некую реалистичность. Вы можете найти их в магазине.

3.3. Гном простолюдин:
— Игрок начинает игру с 10 монетами серебра.
— улучшается Булава Эдукана.

3.4. Городской Эльф:
— Игрок начинает игру с 50 медными монетами.
— Делает ваши первоначальные ботинки немного лучше.

3.4. Долийский Эльф:
— появляется уникальная целебная Долийская Броня.
— Добавлен специальный кинжал на первоначальную броню
— У всех возможных компаньонов имеются способности, которые которые им подходят лучше.

3.5. Маги:
— У Лилли и Йована теперь есть способности, которые им больше подходят.
— Новая роба может быть найдена в пещере пауков.

Это лишь малая часть изменений. Вы найдете еще много других в игре, которые непременно вам понравятся.

Файл состоит из 8 модулей, которые удаляются по вашему желанию. Полная Инструкция на русском языке по каждому модулю вложена в архив. Вам решать какой модуль убрать, а какой оставить.

Установка & Удаление

Установка: Сначала извлеките папку «Improved Atmosphere» в “…My Documents\Dragon Age\packages\core\override”.

ЗАТЕМ, не забудьте прочитать инструкцию полностью. Я повторюсь. Этот мод меняет многие вещи, и вы, скорее всего, не захотите, чтобы все изменения присутствовали в вашей игре! Кроме того, использование некоторых модулей, таких как «1.2. Materials», требует дополнительного внимания (должен быть установлен файл DAZIP).В папке «Improved Atmosphere\1. Global\1.2. Materials» вы найдете два файла DAZIP. Установите оба, используя «DAUpdater.exe», расположенный в папке «Ваш путь установки игры \ Dragon Age \ bin_ship». Обратите внимание, что если у вас не установлено расширение Awakening, вам не нужно устанавливать «New_Materials_AW.dazip».

Удаление: Удалить папку «Improved Atmosphere». Если вы уже прошли часть игры с уже установленным этим модом, то настоятельно рекомендуется запустить новую игру.

От переводчика: На русский язык переведена полностью инструкция к моду, по каждому модулю. Что он включает и что стоит удалять, а что не стоит.

Мод английский!

Чтобы не сбились субтитры и звук рекомендуется удалить из папок: Improved Atmosphere\2. Modules\2.4. Conversations\Dialogs, 4. Companions\4.1. Dialog Changes\Companion Dialog Changes, 4.1. Dialog Changes\Global Dialog Changes, 4.1. Dialog Changes\NPC Dialog Changes все файлы с разрешением .dlg

Также рекомендуется просмотреть папку Improved Atmosphere\7. Extras\7.3. Optional Campaign Mods и, прочитав инструкцию, решить удалять или оставлять модули, которые исправляют часть квестов. Там также содержатся часть файлов с разрешением .dlg которые изменяют часть диалогов при прохождении квестов.

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Latest main release: IA 2.0 RC1 (released: November 20, 2014)
Latest fixpack release: IA 2.0 RC1 Fixpack 6 (released: December 14, 2014)

IA 2.0 RC1 Change log:

— All bug fixes from the «IA 2.0. Beta Fixes» are now included in the main file, as well as a plethora of new ones.
— Added the Awakening expansion changes: almost all items now sport an unique appearance and stats (optional add-on), and NPC’s can finally be seen wearing something other than leather armor!
— Further improved NPC ambient behavior routines in certain modules.
— Replaced of the female «Apostate Mage clothes» model with a different one. That should fix the CTD’s once and for all (at least those that were caused by this model)
— Included even more new (mostly ports from DA2) weapon and outfit models, which should increase item variety even further.
— Thanks to the above and other item tweaks, I was able to provide an unique look to even more NPC’s.
— Revised item properties and appearance of dozens of items one last time. I’m really happy with the way they behave now.
— With the help from «encinodude» and some effort of my own, custom item descriptions finally received some much needed attention.
— You can now opt to not only use default stats on vanilla items, but also vanilla appearance and material (more details in the ReadMe).
— The Icons Project (well, at least a portion of it) is now a part of the mod, so you no longer have to worry about missing icons.
— Fixed several bugs (in dialog and elsewhere) that were there since the game was released but ever fixed.
— As part of the «Optional Campaign Mods», it’s now possible to spare your ears the pain and have Alistair deliver the pre-final battle speech instead of Anora, if Alistair is engaged to Anora and Loghain lives (in all other instances where he is king, he already delivers the speech by default).
— Another «Optional Campaign Mods» addon deals with Jowan. It is now made possible to release Jowan even if you didn’t already do so upon first meeting him. More details on that in the ReadMe!
— Almost completely revised the ReadMe; it should now be far easier to read and understand—give it a look!
— Plus much more!

For a detailed list of changes and additions, as always, consult the included ReadMe.

Updates:

14.12.2014: Fixpack 6 is now live. You can grab it here. In addition to fixing the issues listed below, it also brings about a few new features.

Fixpack 1: Jowan should no longer appear without a head in the Mage origin.
Fixpack 1: The Apostate Mage Clothes bug reared its ugly head yet again, even though I was certain replacing the broken model with a different one from the pack would fix the problem. Turns out, the other model is broken as well. *sigh*. To fix it, I replaced all three human female models with a placeholder model until I find out what’s causing the crashes.
Fixpack 2: Merrill appeared naked in the Dalish Elf origin. This has been fixed.
Fixpack 2: Fixed Anora’s missing head during the Landsmeet quest.
Fixpack 2: Equipping The Superior Dalish Armor and Smuggler’s Armor on Sten resulted in his body becoming invisible, since no Qunari model exists for the outfits. By making the armor not available to Sten, this issue is now fixed.
Fixpack 2: Changed item variation ID’s for the two female Dalish Mage Outfits to avoid conflicts with other mods (namely Kirkwall Exports).
Fixpack 3: Certain items should no longer be missing their icons.
Fixpack 3: Priests in the Fade’s Mage Asunder level should hopefully no longer be missing their clothes.
Fixpack 3: Herren should no longer appear without clothes in Awakening.
Fixpack 4: Valenna’s Outfit should no longer be invisible. This bug was caused by the recent item variation ID change.
Fixpack 4: The Armor of Hirol’s Defense was invisible if equipped on a dwarf character. This has been fixed.
Fixpack 4: Even more items were without their icons. This has also been fixed.
Fixpack 5: Once the PC accepted the Lost Nug quest, the Nugs outside of Orzammar Commons respawned each time you re-entered the area. Additionally, you were able to receive an infinite number of Nugbane crossbows by repeatedly clicking on Boermor after bringing him the 10 nugs requested. This has all been fixed.
Fixpack 5: You can now successfully lie to Beraht (1 point in Coercion still required) about the items Oskias had on him even if you killed the latter. Previously, you were only able to convince Beraht if you spared Oskias or had more than one point in Coercion skill.
Fixpack 5: Scout in the Dwarven Noble origin will no longer be wearing items too high on strength requirements.
Fixpack 5: Evon the Great’s armor set was not receiving the intended item set bonus. This has been fixed.
Fixpack 6: Certain items had the wrong ModelVariation ID set, which resulted in certain items and NPC’s being invisible. This has been fixed.
Fixpack 6: You should now be able to get all of the parts from the Cultist Armored Plate set, no matter which path you take. Previously, you were only able to get the boots if you allowed yourself to get attacked by the Cultists at Lake Calenhad.
Fixpack 6: Fixed a bug where certain materials wouldn’t display properly in-game.
Fixpack 6: Staff od the Magister Lords should now be more powerful than Magister’s Staff in all areas.

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Fixpack 3: You can now buy the Blood Battlemage’s armor at Bodhan’s or loot the body of the Blood Mage Leader after defeating him in Denerim.
Fixpack 3: You may now collect all 10 nugs scattered around Orzammar (searching for them is no longer limited just to Orzammar Commons), which will net you a reward from BoermorNugbane crossbow.
Fixpack 4: In Redcliffe before the Siege, Lloyd and two militia having a conversation will be standing farther away from militia archers practicing in the courtyard.
Fixpack 5: Revised stats of several items intended for mages, which are now more focused on the Mage’s prime (Magic, Willpower, Defense, itd.) attributes and abilities.
Fixpack 5: In Leliana’s Song DLC, the items you can loot for Silas once you free him from capture have been changed or revised.

Installation: Drag the contents of the zip file to your Improved Atmosphere folder, located in «. Documents\BioWare\Dragon Age\packages\core\override» folder, overwriting the existing files.

Note: For some fixes to work, you will have to load a save from before you entered an area (which contained the bug) for the first time.

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Improved Atmosphere

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About this mod

Greatly improves ambient NPC behavior; adds hundreds of new items and then equips most NPCs with them in an attempt to improve immersion; adds new ways to handle certain situations; recreates cut content; fixes many vanilla bugs; adds dozens of new color tints. and much more. Most additions and changes are optional.

This mod does not have any known dependencies other than the base game.

Mods requiring this file

Credits and distribution permission

Author notes

You may modify and release my assets without asking for permission. If you would like to use assets in this mod that were originally created by other authors, you will have to seek their permission first (see File credits).

File credits

While the mod is mostly composed of my own work, several modders were kind enough to give me permission to include some of their stuff in the package, which helped me bring this mod closer to my vision.

— amycus for providing permission to use parts of his «Kirkwall Exports» mod.

— 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», and «apostate clothing» mods.

— Ketaroz for the beautiful icons (for vanilla model clothes, robes, and accessories) from his «The 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, herehere and here.

— Kajana of DA Nexus for keeping the discussion alive while I was away by answering help requests from players of the mod.

Donation Points system

This mod is not opted-in to receive Donation Points

A b o u t

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. And the best part about it? It’s modular; you can use everything it has to offer or only a small portion of it.

O u t l i n e

You can also check the following videos to get a taste of the mod, but be aware that I would have to record a whole playthrough to reveal all of the improvements, and even that wouldn’t be enough.

Shown below are party members who will now be more talkative. Previously only one PM (chosen randomly) would comment at points of interest. A glimpse at the NPC ambient behavior updates can also be observed:

Shown below are two of the several extended or fixed conversations:

Shown below are two restored characters and conversations:

T e c h n i c a l i t i e s

As already hinted at in the first chapter, the mod is divided into a number of modules, each containing a different set of changes. Obviously this was done to provide an easy way of removing any undesired features/modifications. For example, if one desires only changes related to NPC ambient behaviors, they will need to remove all modules (aka folders) from the mod’s main folder not related to the aforementioned changes. More information of the matter, as well as most common usage scenarios are detailed in the mod’s ReadMe document.

Keep in mind that, to experience the mod in full, you are advised to start a new game before playing; this applies even to those upgrading from the older (version 1.3 and lower) versions of the mod. If upgrading from the 2.0 Beta version, starting a new game is not strictly necessary.

Q u e s t i o n s & A n s w e r s

1. How do I even install this thing? Is there an installer?
The install process in described in detail in the ReadMe—accessible online, as well as included next to the mod’s files, in both DOC and PDF formats. No installer, though, sorry; due to the sheer size and complexity of the mod, it would take me ages to set one up (as I have no experience in the matter), and it wouldn’t make installing the mod much easier, or much faster for that matter.

Before firing up your game, be sure to check out the stickied post—by clicking on the Posts tab—for any news regarding a new release or temporary fixes for the issues that may plague the latest version.

2. I see you that you’ve changed the stats of most of the vanilla items; where can I find a sheet detailing the changes done to each item?
There isn’t any. I outlined those changes using a sheet of paper (yes, real, physical paper), which I’d prefer not to show to the public. Sorry, at the time I simply didn’t know any better. But seeing as how item stat changes are completely optional, if you really dislike going into the game blind, simply delete the folder containing the changes.

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3. I don’t like the appearance or stats of X item; how do I go about changing it?
Fairly easy if you know what to do; pretty complicated if you don’t. Luckily, a certain «LemmingoftheGDA» has already written a pretty detailed tutorial in regards to editing UTI files, so I don’t have to bother. 😉 Still, there are a couple of things missing from the tutorial that are useful to know:
— Item files are located in «. Improved Atmosphere\1. Global\1.4. Items\UTI» and «. Improved Atmosphere\7. Extras\7.1. Modified Item Properties\UTI» folders respectively;
— you can also use the toolset to edit the files (namely, the included GFF Editor app);
— changes made to ModelVariation (the model dictates the general appearance of the item), LocalizedName, Description, BaseItem (type of the item—armor [light, massive], weapon [dagger, axe], etc.) Icon, and TintOverride (can apply different item color tint) fields in the UTI file will take effect immediately. Changing anything else will require you to somehow reacquire the item (check below under «Recommended mods» for the easiest method) to see the changes in-game.
— If you followed the above tutorial, you already know where to find default item ID codes. There exists no list for the new items added by this mod, however. I may provide codes for the unique custom items one day, but in the meantime, just provide the name of the item you would like to change, and I’ll do my best to supply you with the code.

4. IA is not compatible with my other favorite mod; please fix it now!
I won’t, sorry. Unless it’s a really popular mod (although compatibility files or instructions are already provided for the most highly endorsed files, if the two weren’t already compatible to begin with), I don’t (nor want to) have enough time to waste on such matters. You can, however, make most mods (if installed in the override folder) play well with IA by making clever use of load order priority (more on that in the ReadMe) or by simply using, if you have a lot of conflicting mods, only the core of IA (ambient NPC behavior changes), where most of the files being modified have not been touched by any modder I know of.

5. My game keeps crashing, especially in Denerim! What gives?
There could be hundreds of reasons for the game’s instability, but the most common crash cause is the game running out of memory, or rather, exceeding its set memory limit, which is 2GB. It is not a problem in the unmodified game because the game was designed to never exceed that limit. Once you start adding mods however—especially mods that include models and/or textures—the game will quickly reach and sometimes even exceeding the limit; when that happens, a CTD occurs. Fortunately, there exists a fix, at least if you’re on a 64bit system (who isn’t these days?). Simply patch the main executable (daorigins.exe) using this little application (or CFF Explorer if you’re familiar with the program), which will set the game’s memory limit to 4GB, and that should be more than enough.

Of course, as I’ve mentioned there being hundreds of reasons for the instability, it’s possible that memory limit may not eliminate CTD’s entirely. Another cause of crashes could be bad graphic drivers or corrupted mod files, which is why I recommend temporarily deleting every mod except for IA before blaming me for crashes. It’s also entirely within reason to expect a random CTD here and there, which is not related to any anomaly on your end whatsoever. I call those CTD’s quirks of an aging engine.

6. When are you finally going to release the final version?
At the time of this writing (RC1 release), the mod is considered feature complete, which basically means no new content will be added. The mod will receive the glorious Final designation when most of the bugs will be ironed out. No more updates are planned after that happens.

7. How long has this mod been in development anyway?
According to my logs, I started in December 2009, so that should give you some idea. Obviously, I haven’t worked on this each day 24/7; it was far less than that. Some internal voice would scream in my ears, «I’m still not finished!» each time i thought of or heard the word Dragon, however. So, yeah, five years it is!

R e c o m m e n d e d M o d s

Mods that work well alongside IA:

Bug fix mods:

C r e d i t s

While the mod is mostly composed of my own work, several modders were kind enough to give me permission to include some of their stuff in the package, which helped me bring this mod closer to my vision.

Источник

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Improved Atmosphere

File information

Last updated

Original upload

Created by

Uploaded by

Virus scan

Tags for this mod

About this mod

Greatly improves ambient NPC behavior; adds hundreds of new items and then equips most NPCs with them in an attempt to improve immersion; adds new ways to handle certain situations; recreates cut content; fixes many vanilla bugs; adds dozens of new color tints. and much more. Most additions and changes are optional.

This mod does not have any known dependencies other than the base game.

Mods requiring this file

Credits and distribution permission

Author notes

You may modify and release my assets without asking for permission. If you would like to use assets in this mod that were originally created by other authors, you will have to seek their permission first (see File credits).

File credits

While the mod is mostly composed of my own work, several modders were kind enough to give me permission to include some of their stuff in the package, which helped me bring this mod closer to my vision.

— amycus for providing permission to use parts of his «Kirkwall Exports» mod.

— 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», and «apostate clothing» mods.

— Ketaroz for the beautiful icons (for vanilla model clothes, robes, and accessories) from his «The 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, herehere and here.

— Kajana of DA Nexus for keeping the discussion alive while I was away by answering help requests from players of the mod.

Donation Points system

This mod is not opted-in to receive Donation Points

A b o u t

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?

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This mod attempts to negate all of these shortcomings, and much more. And the best part about it? It’s modular; you can use everything it has to offer or only a small portion of it.

O u t l i n e

You can also check the following videos to get a taste of the mod, but be aware that I would have to record a whole playthrough to reveal all of the improvements, and even that wouldn’t be enough.

Shown below are party members who will now be more talkative. Previously only one PM (chosen randomly) would comment at points of interest. A glimpse at the NPC ambient behavior updates can also be observed:

Shown below are two of the several extended or fixed conversations:

Shown below are two restored characters and conversations:

T e c h n i c a l i t i e s

As already hinted at in the first chapter, the mod is divided into a number of modules, each containing a different set of changes. Obviously this was done to provide an easy way of removing any undesired features/modifications. For example, if one desires only changes related to NPC ambient behaviors, they will need to remove all modules (aka folders) from the mod’s main folder not related to the aforementioned changes. More information of the matter, as well as most common usage scenarios are detailed in the mod’s ReadMe document.

Keep in mind that, to experience the mod in full, you are advised to start a new game before playing; this applies even to those upgrading from the older (version 1.3 and lower) versions of the mod. If upgrading from the 2.0 Beta version, starting a new game is not strictly necessary.

Q u e s t i o n s & A n s w e r s

1. How do I even install this thing? Is there an installer?
The install process in described in detail in the ReadMe—accessible online, as well as included next to the mod’s files, in both DOC and PDF formats. No installer, though, sorry; due to the sheer size and complexity of the mod, it would take me ages to set one up (as I have no experience in the matter), and it wouldn’t make installing the mod much easier, or much faster for that matter.

Before firing up your game, be sure to check out the stickied post—by clicking on the Posts tab—for any news regarding a new release or temporary fixes for the issues that may plague the latest version.

2. I see you that you’ve changed the stats of most of the vanilla items; where can I find a sheet detailing the changes done to each item?
There isn’t any. I outlined those changes using a sheet of paper (yes, real, physical paper), which I’d prefer not to show to the public. Sorry, at the time I simply didn’t know any better. But seeing as how item stat changes are completely optional, if you really dislike going into the game blind, simply delete the folder containing the changes.

3. I don’t like the appearance or stats of X item; how do I go about changing it?
Fairly easy if you know what to do; pretty complicated if you don’t. Luckily, a certain «LemmingoftheGDA» has already written a pretty detailed tutorial in regards to editing UTI files, so I don’t have to bother. 😉 Still, there are a couple of things missing from the tutorial that are useful to know:
— Item files are located in «. Improved Atmosphere\1. Global\1.4. Items\UTI» and «. Improved Atmosphere\7. Extras\7.1. Modified Item Properties\UTI» folders respectively;
— you can also use the toolset to edit the files (namely, the included GFF Editor app);
— changes made to ModelVariation (the model dictates the general appearance of the item), LocalizedName, Description, BaseItem (type of the item—armor [light, massive], weapon [dagger, axe], etc.) Icon, and TintOverride (can apply different item color tint) fields in the UTI file will take effect immediately. Changing anything else will require you to somehow reacquire the item (check below under «Recommended mods» for the easiest method) to see the changes in-game.
— If you followed the above tutorial, you already know where to find default item ID codes. There exists no list for the new items added by this mod, however. I may provide codes for the unique custom items one day, but in the meantime, just provide the name of the item you would like to change, and I’ll do my best to supply you with the code.

4. IA is not compatible with my other favorite mod; please fix it now!
I won’t, sorry. Unless it’s a really popular mod (although compatibility files or instructions are already provided for the most highly endorsed files, if the two weren’t already compatible to begin with), I don’t (nor want to) have enough time to waste on such matters. You can, however, make most mods (if installed in the override folder) play well with IA by making clever use of load order priority (more on that in the ReadMe) or by simply using, if you have a lot of conflicting mods, only the core of IA (ambient NPC behavior changes), where most of the files being modified have not been touched by any modder I know of.

5. My game keeps crashing, especially in Denerim! What gives?
There could be hundreds of reasons for the game’s instability, but the most common crash cause is the game running out of memory, or rather, exceeding its set memory limit, which is 2GB. It is not a problem in the unmodified game because the game was designed to never exceed that limit. Once you start adding mods however—especially mods that include models and/or textures—the game will quickly reach and sometimes even exceeding the limit; when that happens, a CTD occurs. Fortunately, there exists a fix, at least if you’re on a 64bit system (who isn’t these days?). Simply patch the main executable (daorigins.exe) using this little application (or CFF Explorer if you’re familiar with the program), which will set the game’s memory limit to 4GB, and that should be more than enough.

Of course, as I’ve mentioned there being hundreds of reasons for the instability, it’s possible that memory limit may not eliminate CTD’s entirely. Another cause of crashes could be bad graphic drivers or corrupted mod files, which is why I recommend temporarily deleting every mod except for IA before blaming me for crashes. It’s also entirely within reason to expect a random CTD here and there, which is not related to any anomaly on your end whatsoever. I call those CTD’s quirks of an aging engine.

6. When are you finally going to release the final version?
At the time of this writing (RC1 release), the mod is considered feature complete, which basically means no new content will be added. The mod will receive the glorious Final designation when most of the bugs will be ironed out. No more updates are planned after that happens.

7. How long has this mod been in development anyway?
According to my logs, I started in December 2009, so that should give you some idea. Obviously, I haven’t worked on this each day 24/7; it was far less than that. Some internal voice would scream in my ears, «I’m still not finished!» each time i thought of or heard the word Dragon, however. So, yeah, five years it is!

R e c o m m e n d e d M o d s

Mods that work well alongside IA:

Bug fix mods:

C r e d i t s

While the mod is mostly composed of my own work, several modders were kind enough to give me permission to include some of their stuff in the package, which helped me bring this mod closer to my vision.

Источник

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