Tuesday, March 15, 2011

Dragon Age 2: Wayward Son Glitch Workaround

I can confirm this works and I've been playing along happily ever since.  I mentioned it in my last post.
  1. Enable the console.  There are several guides to do this out there.  Most of them can be found here.
  2. Use the command "runscript zz_dae_debug" - this should bring up a menu of options.  You will not to able to see the command as you type it.
  3. Click on Plot Jump -> core/critical path -> investigate -> circle plots  -> wayward son -> more options -> the cave on the wounded coast  
  4. This will set the quest to the wounded coast stage and teleport you to the cave entrance
  5. Head on in and finish the quest.
There is related to the solution posted here, but avoids skipping over any major part of the game.  Ideally this should leave your other quests untouched.   The biggest benefit is you can still finish the quest as planned and make your choices.

Hopefully this works for people.  On a related note, these two posts have gotten me more hits than ever before.  This means the problem must be pretty common, hopefully bioware will put out a fix soon.


I don't see why this wouldn't work for other similar bugs: give it a go and explore the menu.  There also maybe other scripts for various DLC

Saturday, March 12, 2011

Dragon Age 2: Wayward Son Quest Glitch + Workaround?

Update: Here is an improved workaround.  It should allow you to complete the quest and not effect the rest of your game.

Or how I learned to stop playing and get some work done.

I recently purchased Dragon Age 2 and was having a pretty good time playing it.  I know some people have some gripes with the game and while some the the choices Bioware made are disappointing, they aren't really deal breakers - at least for me.

Interesting Dichotomy
But unfortunately,  I literally cannot finish one of the main quests required to complete the game.  I'm pretty sure loot-able corpses fall through the floor of the levels after a few seconds - or otherwise disappear.  One of these corpses has a map which I needed to move to the next stage of the quest.  I can no longer get it.

Unfortunately, this is not an isolated incident.

 I sent an email off to EA's support and they said that they don't know any way to solve the problem and they suggested I post the glitch on their boards to try and get their attention.

They ended their canned response by saying the glitch may never be fixed.


Games have bugs, all the time.  But they usually aren't show stoppers and even then they're usually fixed.  They must have put DA2 through testing.  How could they not catch a glitch that makes the game unplayable?

Anyway, there may be a workaround using the console - if you're on PC, so I would look into that.

One particular command zz_dae_debug can let you change your state in the plot, but I'm kind of hesitant to use it because I don't want the choices I made to be wiped clean.

Anyway, that's me on Dragon Age 2.  Fun to play - if you can.


Friday, March 11, 2011

Quite Possibly the Best Thing about JRP'S

It's not the style, the plots, the characters, the world or the battle system.

It's the character themes. They'd hit at just the right moment and it would rock so hard.

Here is a couple good ones. It may be hard to understand the context. I seriously suggest playing the games the music comes from to see how it really meshes together. These are chrono Trigger and Final Fantasy VI related

Of course twas the days of 16 bit, So they didn't really sound quite like this:

but more like this:

They really had the music down.

I think this is kind of missing from western RPGs. I can't really think of one with defined themes for the characters. It would be really cool. Especially since they can do cool stuff with the characters themselves.

When someone bursts in, says something awesome or even charges off, they should have a theme, and that theme should be blaring.


Wednesday, March 9, 2011

Dragon Age II

Could be total crap, I don't know; I'm too busy playing it.

It also contains Gwen Cooper! 10 points to Dragon Age!


Saturday, March 5, 2011

Wireless Network Security - An Overview

Hi Everyone,

Last Semester I made a pretty comprehensive document detailing the history of Wi-Fi security.  In terms of what was used to secure it and how people broke the encryption.

I thought I'd put it out there as a resource for anyone interested.

Click here to get it [pdf]

It's 11pt font, single spaced, 2 column and adds up to 11 pages: all content..  Probably about 25 pages if I had used a lesser formatting.

I made it for a course and got 100%, so it's probably pretty good.  Everything is cited, so at the very least it's a good starting point.


Wednesday, March 2, 2011

Video Games and Graphics

I've wanted to write about this for some time, so here goes.

The game industry as been trying to make better and better looking games for some time now (ever).  I don't think this is going to stop.  Ultimately, it may have done more harm than good, and I think in a lot of ways, the end product suffers.

There have been a lot of arguments out there already.  Those have been said, and that's not really what I want to talk about.  I think we've lost a lot of the story telling that comes with substandard graphics.  You heard me right.  Limited graphics brought something to the table gaming has now lost: The use of the minds of the players.

The basis for a psychological horror movie is that your mind fills in the blanks with whatever scares you the most.  This is what worked so well for Paranormal Activity and many more.  You literally never see what's out there.  Your mind does the work.  It finds whatever scariest to you and fills that in.  If there is a sound - whatever made that sound is the worst thing you can imagine. That scares the shit out of you.

But that's not limited to horror movies.  It works in gaming too.  Your mind can fill in what makes that story work for you.  Your mind makes the connection.  This is probably why the silent protagonist was so popular in old school rpgs.  Even something as simple as your character talking can cause a disconnect with your involvement in the story.  Your mind attaches the meaning that works best for your context.

One example is the fallout games:

Old School Fallout

New School Fallout
Fallout 1 and 2 both fill you with a feeling of dread as you walk through the wasteland, I remember feeling haunted by the oppressive ruined world.  In Fallout 3, I liked walking around, but otherwise didn't feel what I did before.  Fallout 3 shows you everything, and that kind of makes it meh.  The atmosphere, the characters, the harsh unforgiving world was all done much better in Fallout 1 and 2.  Why because my brain took what I thought would be terrible about the end of the world and used Fallout as something to both draw out and project those ideas onto.