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Origins Unbound 1.0 — Dragon Age: Origins And Awakening

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Origins Unbound 1.0 — Dragon Age: Origins And Awakening

Post by Crusaderknight20 »

⚠️ SPOILER WARNING – This mod significantly changes the ending of Dragon Age: Origins.

This mod makes Dragon Age: Origins feel like a truly standalone experience, restoring the sense of a complete and self-contained story.

Origins is a classic a grounded, choice-driven RPG where your decisions carry real weight. This mod was created to preserve that identity by refining the ending and removing reliance on external follow-ups.



🔻 Details

This mod focuses on the endgame and epilogue outcomes, making major changes to how the story concludes.

Reworks epilogue slides to provide more finality and consistency
Expands consequences of your decisions instead of leaving threads unresolved
Introduces an alternative path tied to the Urn of Sacred Ashes, allowing certain choices to carry greater weight in the final outcome
Ensures outcomes are dependent on your actions, including consequences if key decisions are ignored or altered

The goal is to give players an ending that feels complete, earned, and internally consistent within the world of Origins.



⚙️ INSTALLATION INSTRUCTIONS
Download the mod .zip file
Extract the contents
Choose ONE of the following:
Origins Unbound – Sacred Ashes Path (includes epilogue changes)
Epilogue Rewritten (standalone epilogue changes only)
Place the selected folder/files into:
Documents\BioWare\Dragon Age\packages\core\override
Launch the game

❗ IMPORTANT
Do NOT install both mods at the same time
Epilogue Rewritten is already included in Sacred Ashes Path
Use the standalone version only if you want epilogue changes without gameplay changes



⚠️ SPOILER WARNING

🧾 Ending Changes (Major Spoilers)
► Show Spoiler
Out of the darkness of my life, so much frustrated, I put before you the one great thing to love on earth: the Blessed Sacrament. There you will find romance, glory, honour, fidelity, and the true way of all your loves on earth, and more than that: Death.
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Post by ImpCityAngel »

Rewriting the ending of a game to not end on a cliffhanger so that we don't have to think about the woke sequel! Tremendous idea! Now I'm gonna try this game out!
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Post by loregamer »

This good for a first playthrough?
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Post by logincrash »

Any requirements? Possible compatibility issues with other mods?
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Post by Crusaderknight20 »

ImpCityAngel wrote: April 11th, 2026, 18:00
Rewriting the ending of a game to not end on a cliffhanger so that we don't have to think about the woke sequel! Tremendous idea! Now I'm gonna try this game out!
Thanks!
Even the devs admitted Origins was meant as a standalone story former executive producer Mark Darrah confirmed they added sequel hooks only because they weren't sure it'd succeed

The sequels slowly piled on retcons and wokeness that started small, but got worse and worse until Veilguard turned the whole thing into a lore-destroying mess that makes the first game feel completely unrelated.
loregamer wrote: April 11th, 2026, 18:57
This good for a first playthrough?
Yes, but I'd recommend using Epilogue Rewritten only for a first playthrough.
logincrash wrote: April 11th, 2026, 19:00
Any requirements? Possible compatibility issues with other mods?
So far, there are no requirements or compatibility issues. I tested my mod with Qwinn's Ultimate DAO Fixpack v3.52 and everything worked without any problems.
Out of the darkness of my life, so much frustrated, I put before you the one great thing to love on earth: the Blessed Sacrament. There you will find romance, glory, honour, fidelity, and the true way of all your loves on earth, and more than that: Death.
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Post by logincrash »

Is it safe to install mid-playthrough (haven't done Lothering yet) or is a new game required?
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Post by Crusaderknight20 »

logincrash wrote: April 11th, 2026, 19:30
Is it safe to install mid-playthrough (haven't done Lothering yet) or is a new game required?
Yep, you can install it mid playthrough. It won't break anything. If you decide to uninstall it later, it also won't break your save or playthrough.
Out of the darkness of my life, so much frustrated, I put before you the one great thing to love on earth: the Blessed Sacrament. There you will find romance, glory, honour, fidelity, and the true way of all your loves on earth, and more than that: Death.
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Post by Karmic Acumen »

Dare I hope this fixes the idiotic gotcha way the dwarf king choice consequences got reversed in the epilogues?
Last edited by Karmic Acumen on April 11th, 2026, 21:41, edited 1 time in total.
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Post by Oyster Sauce »

Karmic Acumen wrote: April 11th, 2026, 21:41
Dare I hope this fixes the idiotic gotcha way the dwarf king choice consequences got reversed in the epilogues?
That would be bad so no
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Post by logincrash »

The game tries VERY HARD to paint supporting Bhelen as the Evil™ Choice, even if you're playing as the Dwarf Commoner.
I initially thought that they would be fair and show that Harrowmont also does some shady ****, but it turns out that the documents proving Harrowmont's duplicity were forged by Bhelen's right hand man. That was a bit disappointing.
But the dwarf endings make sense and are telegraphed at least a little bit. Harrowmont is shown to be an ineffective traditionalist at a time when Orzammar is dying because of the rigid caste system. Bhelen is a ruthless reformer. The consequences of destroying/keeping the Anvil make sense. Obviously Bhelen would abuse the **** out of it by feeding every dissident to it. And obviously Harrowmont isn't gonna be able to keep peace without the might of the golems.
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Post by Karmic Acumen »

logincrash wrote: April 11th, 2026, 21:50
The game tries VERY HARD to paint supporting Bhelen as the Evil™ Choice, even if you're playing as the Dwarf Commoner.
I initially thought that they would be fair and show that Harrowmont also does some shady ****, but it turns out that the documents proving Harrowmont's duplicity were forged by Bhelen's right hand man. That was a bit disappointing.
But the dwarf endings make sense and are telegraphed at least a little bit. Harrowmont is shown to be an ineffective traditionalist at a time when Orzammar is dying because of the rigid caste system. Bhelen is a ruthless reformer. The consequences of destroying/keeping the Anvil make sense. Obviously Bhelen would abuse the **** out of it by feeding every dissident to it. And obviously Harrowmont isn't gonna be able to keep peace without the might of the golems.
No, see, that's what everyone's been saying, but it's not really true. If you're willing to suspend your disblief a little bit, I'm willing to tell you all the reasons why that gnawing feeling of 'something doesn't jive' that caused people to choose Harrowmont over Bhelen in most first-time playthroughs is entirely justified. Below is stuff I thought about over a few weeks a long time ago while I was considering the idea of a DA fanfic. Maybe I won't be screaming into the void for once.

1. Of the two king options, it’s Bhelen who gets all his support killed alongside himself during the coronation (a fight which he stupidly starts just AFTER the coronation, so even if he won he'd end up a kingslayer of a legitimate monarch, instead of a contender fighting an alleged coup d’etat). Thus, there should be no one left to oppose Harrowmont, never mind fight a rebellion in Bhelen's name. Rebellions need at least a living figurehead, Orzammar isn’t the sort of place to waste its near-extinct numbers on a doomed cause.

2. Thaigs are only reclaimed and kept because the darkspawn are depleted after the fighting on the surface. It’s not some feat of enlightenment that only Bhelen is capable of, and even then he only succeeds if the Dwarf Noble requests the boon, and golems (also a DN accomplishment). With that stacked deck Harrowmont would have achieved the same if he just tried, which brings me to...

3. It IS, however, a contrived idiot ball that Harrowmont doesn’t do the same thing. In the DN origin, it’s Harrowmont who explicitly sends the Grey Wardens into the easternmost caverns, and only has Trian and his men clear the way to them, because, I quote, ‘we cannot risk our own troops in there.’ It’s Bhelen who complains about it being ‘cowardly to allow these humans to take our place where the fighting is thickest.’ mocking Harrowmont’s ‘caution.’ The game doesn’t suggest he’s faking it (it panned to his glare the same way as when he glares Frandlin Ivo into betraying you later), but even if you headcanon it as him playing to the crowd, fact remains he has to do that because Harrowmont is the one who wants to spend outsider lives so they don’t lose dwarves.

4. Incidentally, Harrowmont is old enough to have been in the same position when Maric visited Orzammar, and possibly even during the Fereldan Rebellion itself.

5. The internet's go-to justification for the epilogues is a strawman argument about 'isolationism’ that does not work. Why? Because they deliberately equated tradition with isolationism. Let’s see what Orzammar tradition is, shall we?

It’s tradition for the dwarves and Tevinter to enjoy a long and fruitful alliance since ancient times, when both empires were at the height of their power. Tevinter is dependent on Orzammar for Lyrium, while Orzammar also provided the Imperium with golems (the most notable of which are the trio of Juggernauts that protects Minrathous), and lifting the siege of Marnas Pell during the Fourth Blight, an act which not only got them the Archon’s personal gratitude, but was so well recived by the dwarves themselves that a Paragon was raised for it.

It’s tradition for dwarves to have embassies in EVERY MAJOR CITY in Tevinter, instead of just the capital like in real life.

It’s tradition for the dwarves to have embassies in Minrathous, Neromenian, and Qarinus that are situated entirely underground and are considered by dwarves to reside within the Stone, allowing those in the embassy to retain their caste. Some dwarves serving in Tevinter embassies never leave these underground fortresses. (incidentally, all surface dwarves are considered foreign dignitaries in Tevinter too).

It’s also tradition to play multiple sides relative to the surfacers – Cadash Thaig harbored the elves when Arlathan failed, which the rest of the dwarves covered up by destroying the whole place and everyone in it. Contrasting this, the dwarves traded with the Avvars when they held Amaranthine, even though the Imperium (the same one above) was trying to conquer Ferelden at the time, and they didn’t do a second Cadash Thaig over it.

It’s tradition for the dwarves to go out of their way to ensure the safety of random Avvar who settled the caves on the Waking Sea coast many centuries back, and help them defeat dangerous shades like the Dark Theurge (this might be a secret origin story for the Gangue Shade in the Dead Trenches in Origins).

It’s tradition that when you accidentally tunnel into an elven settlement in the Brecilian forest, you establish trade with the people there instead of collapsing the tunnel and pretending that never happened lest people say you should be made casteless for reaching the surface.

It’s tradition to be steady trade partners with the Orlesian Empire, and give personal statues and trophies as gifts to the Emperors, and even go on Deep Roads adventures together.

It’s tradition to trade lyrium with literally everyone, and this has been something that happened since before the Blights even came along to make the dwarves dependent on surface trade for survival.


Tl:Dr: The dwarves were never isolationists, they are segregationists. Bhelen’s epilogues should have gone to Harrowmont and vice versa.

Either the people who wrote the epilogues are not the same who wrote the dwarf story, or executive meddling ****** them over.
Last edited by Karmic Acumen on April 20th, 2026, 19:23, edited 27 times in total.
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Post by anvi »

Does it add any more spells or improve combat?
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Post by logincrash »

Karmic Acumen wrote: April 11th, 2026, 22:08
logincrash wrote: April 11th, 2026, 21:50
The game tries VERY HARD to paint supporting Bhelen as the Evil™ Choice, even if you're playing as the Dwarf Commoner.
I initially thought that they would be fair and show that Harrowmont also does some shady ****, but it turns out that the documents proving Harrowmont's duplicity were forged by Bhelen's right hand man. That was a bit disappointing.
But the dwarf endings make sense and are telegraphed at least a little bit. Harrowmont is shown to be an ineffective traditionalist at a time when Orzammar is dying because of the rigid caste system. Bhelen is a ruthless reformer. The consequences of destroying/keeping the Anvil make sense. Obviously Bhelen would abuse the **** out of it by feeding every dissident to it. And obviously Harrowmont isn't gonna be able to keep peace without the might of the golems.
No, see, that's what everyone's been saying, but it's not really true. If you're willing to suspend your disblief a little bit, I'm willing to tell you all the reasons why that gnawing feeling of 'something doesn't jive' that caused people to choose Harrowmont over Bhelen in most first-time playthroughs is entirely justified. Below is stuff I thought about over a few weeks a long time ago while I was considering the idea of a DA fanfic. Maybe I won't be screaming into the void for once.

1. Of the two king options, it’s Bhelen who gets all his support killed alongside himself during the coronation (a fight which he stupidly starts just AFTER the coronation, so even if he won he'd end up a kingslayer of a legitimate monarch, instead of a contender fighting an alleged coup d’etat). Thus, there should be no one left to oppose Harrowmont, never mind fight a rebellion in Bhelen's name. Rebellions need at least a living figurehead, Orzammar isn’t the sort of place to waste its near-extinct numbers on a doomed cause.

2. Thaigs are only reclaimed and kept because the darkspawn are depleted after the fighting on the surface. It’s not some feat of enlightenment that Bhelen tries, and even then he only succeeds if the Dwarf Noble requests the boon, and golems (also a DN accomplishment). With that stacked deck Harrowmont would have achieved the same if he just tried, which brings me to...

3. It IS, however, a contrived idiot ball that Harrowmont doesn’t do the same thing. In the DN origin, it’s Harrowmont who explicitly sends the Grey Wardens into the easternmost caverns, and only has Trian and his men clear the way to them, because, I quote, ‘we cannot risk our own troops in there.’ It’s Bhelen who complains about it being ‘cowardly to allow these humans to take our place where the fighting is thickest.’ mocking Harrowmont’s ‘caution.’ The game doesn’t suggest he’s faking it (it panned to his glare the same way as when he glares Frandlin Ivo into betraying you later), but even if you headcanon it as him playing to the crowd, fact remains he has to do that because Harrowmont is the one who wants to spend outsider lives so they don’t lose dwarves.

4. Incidentally, Harrowmont is old enough to have been in the same position when Maric visited Orzammar, and possibly even during the Fereldan Rebellion itself.

5. They not only turned the DN epilogue into a paper-thin proxy for the Real World ‘nationalism bad globalism good’ debate, they shoehorned all the adjacent but distinct debates that were beginning to boil at the time (tradition bad, progressivism good), and they did it through a strawman argument about ‘isolationism’ that does not work. Why? Because they deliberately equated tradition with isolationism. Let’s see what Orzammar tradition is, shall we?

It’s tradition for the dwarves and Tevinter to enjoy a long and fruitful alliance since ancient times, when both empires were at the height of their power. Tevinter is dependent on Orzammar for Lyrium, while Orzammar also provided the Imperium with golems (the most notable of which are the trio of Juggernauts that protects Minrathous), and lifting the siege of Marnas Pell during the Fourth Blight, an act which not only got them the Archon’s personal gratitude, but was so well recived by the dwarves themselves that a Paragon was raised for it.

It’s tradition for dwarves to have embassies in EVERY MAJOR CITY in Tevinter, instead of just the capital like in real life.

It’s tradition for the dwarves to have embassies in Minrathous, Neromenian, and Qarinus that are situated entirely underground and are considered by dwarves to reside within the Stone, allowing those in the embassy to retain their caste. Some dwarves serving in Tevinter embassies never leave these underground fortresses. (incidentally, all surface dwarves are considered foreign dignitaries in Tevinter too).

It’s also tradition to play multiple sides relative to the surfacers – Cadash Thaig harbored the elves when Arlathan failed, which the rest of the dwarves covered up by destroying the whole place and everyone in it. Contrasting this, the dwarves traded with the Avvars when they held Amaranthine, even though the Imperium (the same one above) was trying to conquer Ferelden at the time, and they didn’t do a second Cadash Thaig over it.

It’s tradition for the dwarves to go out of their way to ensure the safety of random Avvar who settled the caves on the Waking Sea coast many centuries back, and help them defeat dangerous shades like the Dark Theurge (this might be a secret origin story for the Gangue Shade in the Dead Trenches in Origins).

It’s tradition that when you accidentally tunnel into an elven settlement in the Brecilian forest, you establish trade with the people there instead of collapsing the tunnel and pretending that never happened lest people say you should be made casteless for reaching the surface.

It’s tradition to be steady trade partners with the Orlesian Empire, and give personal statues and trophies as gifts to the Emperors, and even go on Deep Roads adventures together

It’s tradition to trade lyrium with literally everyone, and this has been something that happened since before the Blights even came along to make the dwarves dependent on surface trade for survival.


Tl:Dr: The dwarves were never isolationists, they are segregationists. Bhelen’s epilogues should have gone to Harrowmont and vice versa.

Either the people who wrote the epilogues are not the same who wrote the dwarf story, or executive meddling ****** them over.
This is going to sound rude even though I mean no offense, but I cannot parse the meaning of your post even though I've reread it half a dozen times already. I'm not sure what your contention is, exactly. It might be because it's pretty late where I am and I'm not at 100% right now. So, here's my (mayhaps incoherent) response.

The dwarven society IS ****** up and hypocritical. Their obsession with the extremely rigid caste system and refusal to deal with the surface is what's killing them. Sure, they have had plenty of trade with surfacers in the past, but they have been pulling back on that by the time Origins takes place. The dwarves won't survive without either surfacer help or the power of golems.
And Harrowmont's isolationism is not gonna save Orzammar, as won't his refusal to relax caste restrictions (this is him being a traditionalist).
The game has plenty of libtarded **** in there, and maybe they did try to shoehorn the "nationalism bad globalism good" thing in there, but it is not a good analogy because, unlike IRL, there's an ocean of darkspawn hellbent on murderraping every sapient being in Thedas.
anvi wrote: April 11th, 2026, 23:24
Does it add any more spells or improve combat?
Why would it?
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Post by Tangerine »

logincrash wrote: April 11th, 2026, 23:25
unlike IRL, there's an ocean of darkspawn hellbent on murderraping every sapient being in Thedas.
Are you sure about that?
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Post by logincrash »

Tangerine wrote: April 11th, 2026, 23:36
logincrash wrote: April 11th, 2026, 23:25
unlike IRL, there's an ocean of darkspawn hellbent on murderraping every sapient being in Thedas.
Are you sure about that?
Image
I knew this would come up and I should've put an inb4.
While funny, it's not the same.
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Post by Tangerine »

logincrash wrote: April 11th, 2026, 23:38
Tangerine wrote: April 11th, 2026, 23:36
logincrash wrote: April 11th, 2026, 23:25
unlike IRL, there's an ocean of darkspawn hellbent on murderraping every sapient being in Thedas.
Are you sure about that?
Image
I knew this would come up and I should've put an inb4.
While funny, it's not the same.
Would India have worked better?
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Post by anvi »

logincrash wrote: April 11th, 2026, 23:25
anvi wrote: April 11th, 2026, 23:24
Does it add any more spells or improve combat?
Why would it?
Cuz it could use more spells and better combat?
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Post by Crusaderknight20 »

anvi wrote: April 11th, 2026, 23:24
Does it add any more spells or improve combat?
Unfortunately no, but I do have mods to recommend that does improve combat and QOL
occur:

4GB Patch (It's not really a mod, you should search for a tutorial on how to install it):https://ntcore.com/?page_id=371

Qwinn's Ultimate DAO Fixpack: https://www.nexusmods.com/dragonage/mods/4689

Origins Faster Combat: https://www.nexusmods.com/dragonage/mods/2577

Morrigan Restoration Patch:
https://www.nexusmods.com/dragonage/mods/1120

Blick's Party Barks:
https://www.nexusmods.com/dragonage/mods/6616


DA2 Style 2-Handed Weapon Attacks for DAO:
https://www.nexusmods.com/dragonage/mods/2455
Out of the darkness of my life, so much frustrated, I put before you the one great thing to love on earth: the Blessed Sacrament. There you will find romance, glory, honour, fidelity, and the true way of all your loves on earth, and more than that: Death.
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Post by Crusaderknight20 »

@Karmic Acumen and @logincrash

Just a heads up, I made some adjustments to the Orzammar endings.
They lean a bit more toward a balanced outcome, keeping the original tone intact while softening some of the harsher endings.

Spoilers:
► Show Spoiler
Out of the darkness of my life, so much frustrated, I put before you the one great thing to love on earth: the Blessed Sacrament. There you will find romance, glory, honour, fidelity, and the true way of all your loves on earth, and more than that: Death.
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Post by Crusaderknight20 »

Crusaderknight20 wrote: April 12th, 2026, 04:30
anvi wrote: April 11th, 2026, 23:24
Does it add any more spells or improve combat?
Unfortunately no, but I do have mods to recommend that does improve combat and QOL
occur:

4GB Patch (It's not really a mod, you should search for a tutorial on how to install it):https://ntcore.com/?page_id=371

Qwinn's Ultimate DAO Fixpack: https://www.nexusmods.com/dragonage/mods/4689

Origins Faster Combat: https://www.nexusmods.com/dragonage/mods/2577

Morrigan Restoration Patch:
https://www.nexusmods.com/dragonage/mods/1120

Blick's Party Barks:
https://www.nexusmods.com/dragonage/mods/6616


DA2 Style 2-Handed Weapon Attacks for DAO:
https://www.nexusmods.com/dragonage/mods/2455
And a quick note regarding Qwinn’s Ultimate DAO Fixpack. If you’re playing the game in any language other than English, you will need to have Python installed. There is a script that allows you to change the language from English to your desired language:
https://github.com/humhue/DAOTools/releases
Out of the darkness of my life, so much frustrated, I put before you the one great thing to love on earth: the Blessed Sacrament. There you will find romance, glory, honour, fidelity, and the true way of all your loves on earth, and more than that: Death.
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Post by logincrash »

anvi wrote: April 12th, 2026, 03:13
logincrash wrote: April 11th, 2026, 23:25
anvi wrote: April 11th, 2026, 23:24
Does it add any more spells or improve combat?
Why would it?
Cuz it could use more spells and better combat?
Would you ask a mod author whether his 4k weapon textures mod adds new questlines and voiced companions?
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Post by Karmic Acumen »

Crusaderknight20 wrote: April 12th, 2026, 04:41
Just a heads up, I made some adjustments to the Orzammar endings.
They lean a bit more toward a balanced outcome, keeping the original tone intact while softening some of the harsher endings.

Spoilers:
► Show Spoiler
You are a miracle.
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Post by Tipfy »

Crusaderknight20 wrote: April 12th, 2026, 04:30
Unfortunately no, but I do have mods to recommend that does improve combat and QOL
occur:

4GB Patch (It's not really a mod, you should search for a tutorial on how to install it):https://ntcore.com/?page_id=371

Qwinn's Ultimate DAO Fixpack: https://www.nexusmods.com/dragonage/mods/4689

Origins Faster Combat: https://www.nexusmods.com/dragonage/mods/2577

Morrigan Restoration Patch:
https://www.nexusmods.com/dragonage/mods/1120

Blick's Party Barks:
https://www.nexusmods.com/dragonage/mods/6616


DA2 Style 2-Handed Weapon Attacks for DAO:
https://www.nexusmods.com/dragonage/mods/2455
If you are using both Qwinn's Ultimate DAO Fixpack, there are a few bugs regarding Morrigan in it.
I don't know how to fix a Dazip but there is a workaround for at least one of the bugs ;
► Spoiler for Morrigan's story ;
Last edited by Tipfy on April 24th, 2026, 19:44, edited 6 times in total.
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