Dragon Age: Origins (Mods)

A series of mods using the Dragon Age Toolset to add new features and experiences to Dragon Age: Origins.

Dragon Age Origins - Fereldon Reborn
A series of mods using the Dragon Age Toolset to add new features, story elements, and experience to Dragon Age: Origins.
For all of the mods I would go into the toolset to script the interactions, coding up specific elements within the environments.  I was also involved with layout out objects and dressing each scene.
 
Often used the cinematic features to create cut-scenes for certain mods that required it.  I would lay out actors and trigger events and animations.
Restoration of Soldier's Peak
Rebuild the Soldier's Peak base into a new home and operations.
Scripted character spawns in the game to appear and allows for recruitment at the main base.
 
In the engine, laid out the structures and objects, activating their spawns based on triggered events.  Adjusted NPC paths based the changing environment.
 
Generated in-game merchants and balanced their wares to match player progression.
 
Updated the mod so that once players entered the Awakening expansion, they would be able to return to the area.
Avvar Barbarian Origin
Begin the game with a new starting path and backstory of an Avvar Barbarian.
Scripted the encounters and story elements for the new Origin.  Managed key moments in the game when it tracks a player's origin, and adjusted those values to track the new origin and work with any existing checks in the game.
Rescue Daveth
Recover a former party member to join the player for the remainder of the game.
Created an additional story campaign to gain another ally for the party.  Integrated the character's presence into several moments across the game, allowing for additional interaction similar to other party members.
 
Recorded and imported voiceover dialog for the characters.
 
Updated the mod to include integration with the Awakening expansion.
Restoration of Vigil's Keep
Post-game experience from the Awakening expansion, allowing players to continue experiencing the game world.
Coded in the scenario to add a post-game experience after players complete Awakening.  Unlocked previously closed environments from the completion.
 
Expanded on the building elements from the expansion, allowing players to rebuild the fort.  Scripted encounters for players to gather NPC's and merchants to the area.
 
Laid out buildings and objects in the engine, adjusting for spawning based on completed events.
Map of Ferelden
Return to the world map post-game to continue exploring the game world.
Coded in the ability for players to return to the game world upon completion.  Opened up closed map features and allowed for considerations based on player choices and NPC's to remain in affect.
 
Updated the mod to function with the Awakening expansion, allowing players access to the full map.  Scripted in considerations for the differing map features of the expansion.
 
Provided community support for considerations of mods produced by others to appear on the map.
Factions
Join in-game factions and guilds, expanding on the player's reputation.
Developed a new system in the game that would create group factions the player could join, and track their progress within each group.
 
Scripted the user interface menu for the faction section.  Imported art and override menu functionality to allow for the new items.
 
Mapped out in-game events and triggers for joining the factions, and built out quests associated with each.
Siege at Aeonar
New siege quest expanding on the story and adding additional party members.
Built out the environment with enemies, traps, puzzles, and trigger moments.
 
Added new party members, handling checks for their behavior and abilities.  Included their presence in other game sequences, taking into account full player feedback.
 
Scripted checks for context dialog depending on the player's Origin.  Performed checks at other points throughout the game to have the experience referenced and integrated fully.
 
Expanded on the mod to allow its access during the Awakening expansion.  Allowed for party members acquired to be present during the expansion as well.
Shared Power of Blood
Allow party members access to the Power of Blood skills.
Scripted the ability for party members to acquire the Soldier's Park expansion skills.  Checks on the player's progress during the course of the game to determine active party members that can thematically possess the skills.  It will only consider party members present during the quest line to avoid game-breaking.
 
Updated for the Awakening expansion by allowing player's access to the Soldier's Peak expansion.  Similarly, checks which party members can thematically have access to the skills.
 
The mod was expanded for the Awakening expansion content to allow for similar features on its companions.  Players would need the Map of Fereldon mod in order to access the Warden's Keep expansion content for proper functionality.
Bann of Brecilian
Rebuild a ruin and build a new base and city.
Worked in the engine to build out the environment and objects.  Placed NPC's and setup dialog interactions between them.
 
Built out quests and events for the players to go through.  Scripted it to interact with the main storyline and provide divergent options depending on player choices.
Witherfang
Acquire a new party member for the game, integrating the story into the main quest line.
Built a quest line, integrated with the main game, for players to acquire a new party member based on the game world.  Setup checks to determine player progress and decisions to activate the mod based on certain circumstances so as not to conflict with the game.
 
Adapted a complete character with its own ability set, leveling, and audio.  Fully expanded on the character to take notice of other in-game events to provide more interaction.
Battle for Bownammar
Expansion quest line for the main game.
A full expansion to the main game, building on existing elements of the world.  Players would return to certain areas to rebuild them and convert areas into expansive cities.
 
New party members could be acquired, integrated into the rest of the game world.  Dialog and leveling were all setup with the characters, and checks were made to allow for their interactions.
 
Quests are referenced in later segments of the main game based on certain factors to make it part of the game world.  Additional skill sets were created and link to the game, allowing for others party members to acquire them as well.
 
The mod was expanded on to include features for The Stone Prisoner expansion content.
The Shadow Beyond
Separate module with a new quest experience.
Module creating a new game experience from the primary quest.  It took players into a separate world.
 
Designed and integrated the new spells and abilities in the game.  Allowed for specific abilities in keeping with lore.
 
Wrote the outline script for the storyline.  Handled all dialog and story progression for two characters within the game world.  Scripted interaction dialog between characters during events and banter.
Bann of Honnleath
Add-on to the Stone Prisoner expansion where players rebuild the village of Honnleath
Built out the village as a new level in the editor so players would have new access to it.  Added conditional changes based on player interactions and events, keeping track of new villagers and stalls.
 
Created custom dialog sequences and NPC's with changing paths.
 
Setup custom quests for the player to perform tasks and add new features to the village.
Return of Zevran Aranai
Post-game epilogue quest which integrates with the Awakening expansion.
An epilogue quest made available to the player post-game, or during the Awakening expansion.  It serves as a story-driven farewell to one of the party members.  Integrates directly with the game and triggers based on player choices during the normal game.
 
Recorded new dialog for integration into the game and arranged cut-scene moments using the editor.
 
Handled importing of data from the player's save.
Return of Leliana
Post-game epilogue quest integrated with the Awakening expansion and main game.
Created a post-game, story-driven epilogue event which is activated post-game or during the Awakening expansion.  Grants players a farewell to one of the party members, taking into account player choices during the course of the main game.
 
Organized cut-scenes and spliced existing audio to allow for the character to appear similar to the main game version.  Took care of audio editing for recordings.
The Origin
A new beginning for the game with new characters and story elements.
A new Origin character for the player, that has them traveling along and recruiting the other Origin characters, allowing for up to six new companions.
 
Scripted story-driven elements and integrated custom characters based on concept art for the game player characters.
 
Recorded voiceover for each new character and spliced it with the existing audio to create new cut-scene sessions.
 
Handled tracking of player progress and choices to script different conversation topics for the new companions.  Fully integrated them into the main game, allowing for interjections like other party members.
 
Created a new conversation dynamic whereby players can allow party members to union together rather than with the player exclusively.
The Duelist
A recruitment quest to acquire a new companion character in the game.
I scripted the functionality for players to acquire the in-game character Isabela as a companion in the main game.  Integrated it directly with the main game scenes so as not to override any existing quest lines.
 
Wrote checks for the player's stats and in-game decisions to affect the companion.
 
Integrated voiceover and audio manipulation for the character to be reflective of its original self.
 
Updated the mod to consider stories established in other series elements, and kept it true to those conventions.
Bodahn's Expanded Wares
A smalll script to edit shopkeeper item selections.
When the player encounters a shopkeeper, I wrote a script so that shopkeeper's wares now appear in the party camp shop run by the Bodahn NPC.  It also keeps track of which other NPC shop owns the item originally, and removes it from their shop if purchased at the party camp to prevent duplicates.
 
It was intended for an ease-of-use script for players to not search for where they had to purchase a particular item.
Jowan's Better Intentions
Unlocked a hidden quest within the game and expanded its functionality.
Created a mod that built on the original game concept which would have allowed the player to recruit an NPC in the game.  Scripted functionality for the features, and tracked the player's progress throughout the game, integrating the character in scenes to match other companions.
 
Wrote flags for the character based on player decisions so that post-game it would match with the intended end of the game.  Also enabled quest lines previously hidden so it could activate flags as needed for them.
 
Unlocked the hidden quest "Jowan's Intention" for the Xbox 360 platform so it can be accessed from the game.
 
Updated the mod to consider the Awakening expanion.  Scripted alternate quest lines to integrate the companion into the expansion, and still maintain correct save flags as mentioned above.
 
Integrated the quest with other mods mentioned above, and with the combination allow players to recruit an additional companion party member.  When working with "Siege at Aeonar" players are able to recruit the NPC, Lily.  Scripted her integration into the main game same as Jowan.
Shared Specialization Points
A small script to allow all characters the same number of specialization points.
As not all of the playable characters in the game possess the same amount of specialization points, this expands on the game by giving all characters 2 equally.
Fade Shapeshifter
Expanded on in-game specializations to integrate existing spells in a skill tree.
In this script, I wrote it so the in-game specialization, Shapeshifter, is expanded to include a 2nd skill tree comprised of the Fade Shapeshifter move sets.
 
It behaves similar to when a player unlocks a specializtion in that after accomplishing the goal in-game for those default abilities, they unlock permanently for all save files.  All players must then do is unlock the parent skill tree as it does remain tied to it.
Terynor of Highever
Full expansion including a new region for the player to build up.
Built out the city of Highever in-game with several quests linking to the main game.  Handled layout of several structures and objects in the editor which are grown upon based on player decisions.
 
Scripted quests for players to complete which link to other locations in the game world.  Setup in-game scenes and dialog sequences for players to interact with NPC's and shopkeepers.
 
Expanded the mod to include consideration for the Awakening expansion content.
Power of Blood Expanded
Expands the Power of Blood abilities to include a Tier 3 and Tier 4 talent for the main branch.
I created the graphics for the icons using PhotoShop and then injected them into the engine.  From there I scripted the features of both abilities and setup how they are unlocked and accessed.
Origins: Awakening Specializations
Makes it possible for players to use the Specializations from the Awakening expansion in the Origins story (if Awakening has been purchased).
Scripted the direct access to the Awakening module in the game so it does not need to be manually injected into the main game.  Added functionality for unlocking those features and balanced the player leveling and points sytem to adjust for the change.
Bann of Lothering
A post-game module for rebuilding the city of Lothering and the player acting as its leader.
Planned out the quests and character interactions for the mod.  Setup the dialogue encounters and story triggers for the experience and updated parts of the level design for the city to match with its position in the game world.
The Griffon
An addition to the Awakening expansion that adds a new party member based on the Darkspawn.
I wrote the background story for the character as well as the dialogue and interaction banter in the game.
 
Scripted the character's behavior and specialties along with corresponding quests to acquire and enhance his profile.  Integrated the reactions and dialogue to fit with the player's decision in the main story.
Human Commoner Origin
A new original beginning for the main character that's integrated into the main game world story.
Went through and mapped out all integral elements for including the new player start to integrate directly into the main game story and provide appropriate responses and triggers in the main game to fit it.
 
Built out the level and world for the origin using the engine tools.  Handled layout and placement of story triggers and characters.
 
Wrote the dialogue and scripted interactions with NPC's throughout the experience.  Spliced voiceover with established characters to fit the narrative needs and handled recording of new characters.
Sten's Memento
A playable epilogue with new location for the Awakening expansion.
Built out an environment for a new area to visit and explore. Wrote the dialog and then scripted the conversations with NPCs. Spliced voicever with current audio to fit the narrative and provide sound versus just text.
Dwarf Warrior-caste Origin
New original start for the player, integrated into the main game's world.
Went through and mapped out all integral elements for including the new player start to integrate directly into the main game story and provide appropriate responses and triggers in the main game to fit it.
 
Built out the level and world for the origin using the engine tools.  Handled layout and placement of story triggers and characters.
 
Wrote the dialogue and scripted interactions with NPC's throughout the experience.  Spliced voiceover with established characters to fit the narrative needs and handled recording of new characters.
Restoration of Amaranthine
Post-game experience from the Awakening expansion, allowing players to continue experiencing the game world.
Coded in the scenario to add a post-game experience after players complete Awakening.  Unlocked previously closed environments from the completion.
 
Expanded on the building elements from the expansion, allowing players to rebuild the city.  Scripted encounters for players to gather NPC's and merchants to the area.
 
Laid out buildings and objects in the engine, adjusting for spawning based on completed events.

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