[Dragon Age Origins Camp Storage

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Addison Mauldin

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Jun 12, 2024, 9:25:48 PM6/12/24
to kertkontgyka

unfortunately it appears that EA have either removed this chest in later years or forgotten about the bug because now i am reinstalling it and the auto update aspect of Origins client doesnt work either

Dragon Age Origins Camp Storage


Download - https://t.co/Hlz6UQJGrJ



Sorry lads, but this post needs a bump and correction because it rates high in the search engine match. Bioware released an official DAZIP mod that adds a storage chest to the camp clear back in 2009. You can read about and download it here:

here is already a chest for the party camp.here you can store as many
itmes you want.from weapons to armors to gifts. ................................................
1.download and save it in any map you want.
2.open the dragon age updater
3.select the file
4.clcik on install dazips
5.DONE

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Eleven years and counting after I graduated from high school, I still have a couple hundred books sitting in my parents' house. Until I moved out of state, my childhood bedroom was basically a storage unit where I could keep old magazines, notebooks, toys, posters, clothes, and DVDs. My first full-time job after college was in the town I grew up in, so I often spent the night at their house if I didn't feel like driving the 45 minutes back to my apartment after my shift ended at 11 pm.

Baldur's Gate 3 has an interesting approach to encumbrance. On the one hand, most characters in your party can't carry much without getting weighed down (shout-out to Karlach, my party's one exception). On the other hand, there is no limit on the amount of junk you can ship back to your camp, where it gets chucked into one of several chests scattered around the area. It's a convenient mechanic that lets you take everything you want from an area, as long as you're willing to sift through it all later. When my wife ran out of lockpicks recently, she ended up picking up locked chests and sending them back to camp so she could open them later. The game doesn't have a problem with that. If it isn't nailed down, it's fair game.

This is how my parents' house worked, too. It wasn't where I kept anything that I needed immediately. When I was working that job, I kept my antidepressants, for example, in my car so that I would always have them no matter where I ended up staying the night. But stuff I might want at some point months or years down the line? Hell yeah. My Spider-Man 3 Blu-ray? That's in my bedroom at my parents' house. Lost: Via Domos for PS3? That's in my parents' basement. Scene It? Seinfeld. Stacked up with nine other Scene It? games in the closet where the Rock Band instruments all live.

In Baldur's Gate 3, your camp holds items of equivalent or lesser value. The fifth torch I found while exploring the goblin dungeons? In a trunk somewhere at camp. A rotten hunk of Waterdhavian cheese? You better believe it's sitting next to six other expired food items in a trunk of perished perishable goods. Because even the most worthless things have worth in Baldur's Gate 3, and because there's no limit to the amount you can keep in your assorted trunks, there's no reason not to send everything (no matter how pointless or off putting) back to camp.

Now, I'm not keeping a sack of rotten tomatoes in my childhood bedroom. But, if we convert sentimental importance to monetary value, isn't the Spin magazine with Eminem on the cover purchased at Detroit airport in August of 2010 roughly equivalent to a spoon I found in a decrepit house? Is my pen that I got in high school that could write in four different colors really more valuable than a bundle of rope that has no practical purpose?

No, but these things are important to me. I may not be able to sell them for much (or any) money, but they remind me of a time in my life. They aren't treasured possessions, but they are things I'd rather not part with unless there's a good reason. In Baldur's Gate 3, that reason is gold. In real life, the reason will only come if my parents ever decide to move. If it isn't clear from the fact that I still have an issue of Spin Magazine from 2010, I don't like change. I hope that day never comes.

There are three levels of configuration in The Winter Forge. The default values are the first one, and have the lowest priority. Then comes the DragonAge.ini section, if it does exists. Those two levels are shared across all the characters.
Finally comes the in-game configuration available by using the barrel while at the party camp. Doing so will create a configuration set having the priority on the two others. For instance, if your ini file disable the Override Mode, using the barrel to enable the Override Mode will have priority on the ini file settings.

Since the Winter Forge addon provided everything freely when it started, there are people who would rather not bother with the later versions changes, and prefer to use the addon as it was in its beginning. While this could be done by installing an outdated package (the v0.2.2b) doing so would soon or later lead to problems because of the Dragon Age own patches.
So, there is an in-game switch available for whoever want the v0.2x features back : the so-called Override mode. To enable it, simply go to the barrel in the Warden Camp, and select the appropriate dialog option :

Once this option enabled, the Override Mode will appear in the TWF toolbar players get via the Forgesmith's tools. You may have to reset the toolbar by closing it and re-opening it, if you switched the option while the toolbar was active.
Since the last release, enabling the Override Mode also give access to the new Cheat Mode skill.

Because sometimes players want to freely try a bunch of material colors before making their final decision, an option allows to disable the checks for material supplies when modifying items materials. This way, players no longer requires to burn sovereigns (or their quicksave / quickload combo) during their try-outs.

When this option is enabled, the stores no longer sell TWF related material supplies, such as ingots.

Imagine you found an useful item a while back, and would like to use Enchantment to upgrade one of its magical properties. Or even imagine you did enchant that item yourself a few levels before, and wish to upgrade it now.
Until now, it was not possible. At least not without wiping the item from all its other properties using either the anvil or disenchantment. That's where this option now comes. By enabling it, your Enchantment skill will now accept to replace existing properties with other enchantment of the exact same time. For instance, you'll be able to change that +3 Strength on a shield by using a Skilful Inscription of Strength.

A word of caution, thought. The newest bonus will always replace the existing one, even if it's actually lower...

Now that the Enchantment skill is included in the game own crafting interface, I reckon only a handful will want to stick with that option. Most people can therefore consider it deprecated.
It does however still work, so let's explain it quickly... The previous releases of The Winter Forge used by default a mode unimaginatively labelled as Simple Enchantment. What is it about ? In this mode, players no longer had to place the exact reagents on the Autel : as long as they have the reagents at hand, either in their party inventory or in the enchantment storage chest, the reagents will be automatically used.
How does it work ? Players have to place the scroll they wish to use on the Autel instead. Of course, it is possible to retrieve copies of known scrolls while at camp :

As said above, you do not have to bother about this option if you're happy using the new crafting interface.

Some people liked having this risk. Others hated it. There is even a few people who suggested the disenchanted items should always be destroyed, especially since they can be sell in stores after being wiped from their magical properties.
So here goes an option trying to accommodate everyone : through it players can simply set up their own probability of destroying items during disenchantment...

Duration between two inventories update for any store. Stores updates include renewal of the vanilla and TWF reagents, gems, and material supplies.
If the material changes are free of charge then supplies won't be included in stores.
If the enchantment routines are disabled then reagents won't be included in stores.

Note that some stores have their own refill cooldown and won't be affected by this setting.

This option stops the NPC from wandering in the party camp. May help if the NPC gets stuck in her roaming routine.

Only affects Hrviel in the Origins campaign, since Tristan won't roam in the Vigil's Keep.

Can restrict stores material supplies to regular material.This way, stores won't be buried under a lots of material supplies variety, savinginventory space and sparing players long inventory lists.

Of course, enabling this option doesn't prevent the use of recolored materials. Regular supplies are enough to gain access to any recolored option from the same material tier.

Assigns TWF to one of the four additional actionbars. Those bars aren't usually used, and you should assign a free / empty bar to TWF.

If you are using the Advanced Quickbar addon, make sure the TWF bar doesn't collide with the bars you're usually using.

The debug menu found at the barrel incldues a routine allowing players to uninstall TWF. However, because of how flags are handled by the game engine, once uninstalled TWF will not reactivate by itself, even if disabled then re-enabled.
By enabling this configuration switch, players can force TWF to activate even if an uninstallation flag is found in a savegame's data. Which, in turn, allows to have TWF reinstalled if need be.

Only available via the ini file.

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