There are some configurations flags players are able to use to tweak
the addon to their preferences. Each and every one of them can be set
through an ini file common to all characters, or directly in-game by
using the camp barrel.
Each option is quickly detailled on this page.
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.
Players can change the addon options by using the ini file configuration, the barrel menu, the configuration skill added to the main character, or even the console commands (use runscript phaecmd help for more info) and it does not really matter which route is used. So you're free to use whichever suits you better.
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this could be done by installing an outdated package (the v0.2.2b)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 HrÃviel 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, saving
inventory 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.
Completely disable the enchantment skill and quests, leaving the items creation and modification routines untouched.
Note that enabling this option will forcefully remove the enchantment storage chest from the camp (Origins) or Vigil's (Awakening) and will strip your progress in all the enchantment related plots.
With this option enabled, the components obtained through disenchantment are automatically moved to the enchantment chest. They are otherwise left right on the autel.
With this option enabled, any reagent remaining on the autel after an Enchantment will also be moved to the enchantment chest.
People can disable the NPC introductory dialogs here.
As soon as the NPC (Hriviel or Tristan) is approached for the first time, TWF will jump to the end of their dialog and the enchantment skill will be available without further ado.
Using this option, the party can be awarded some XP upon successful Enchantment inscriptions.
When using the crafting interface, the XP rewards are granted once the imbued scrolls are used.
Note that it only applies to inscriptions ; not to crystal making.
Since the v1.0 release, the Enchantment skill can either depend on the crafting interface, or can use the Autel as in the older releases of TWF.Through this option, players can change the script behaviour to their likings :
Scripts can try to automatically equip items when the toolbar abilities are activated. By default the scripts will try to equip the items on the currently controlled, but will remember on whom the item is equipped after the toolbar ability initialization. Meaning you can keep the previewed item on a companion during the whole process.
When this is enabled, some TWF abilities will give you access to a dummy target to test out weapons modifications. More precisely, an one-use item able to invoke a dummy target will be added to your inventory.
On a sidenote, that item is also freely available from the TWF cheatmode.
The Creation and Deconstruction skills are both available anywhere on the worldmap by default. Since this may raise concerns for some players, it is possible to restrict the useage of those two skills to the camp area, or the Vigil's Keep.
This setting has no impact on campaigns where a "camp" area isn't available. (e.g. Leliana's Song)
One of the toolbar abilities allows players to transfer magical properties from an item to another. By default, that tool moves the properties to the destination item and then destroy the source item for balance's sake.
However, players can change this behavior by disabling this option. The source item will then no longer be destroyed and its properties will simply be duped.