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Baldur's Gate III - Suggestions & Feedback
Re: BG3 Proposal 30 - Chestmancy Isend2 9 hours ago
Currently, in BG3, Telekinesis is a level 5 spell that requires Hr'a'cknir Bracers (Act 2), Tressym Collar (Act 3) or a level 9 Wizard (Act 2-3), which ruins the fun of collecting all items since the beginning of the game. Besides, Telekinesis only happens once per turn, and that action economy cannot be optimized, which, again, ruins the fun.
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General Discussion Jump to new posts
Re: Seems like lots of people want a darker or more evil game, but is that an accurate sampling? TheRomanRuler Yesterday at 11:58 PM
Originally Posted by Taril
Originally Posted by Tav'ith'sava
innocent villagers being murdered by goblins will be the primary wrong-to-be-righted for heroes


In Mass Effect, no-one cares if you destroy the Reapers (Good ending) or enslave them (Bad ending).

Well in Mass Effect 3 ending was infamously badly done. Its ok with the post launch additions, but it still is disappointing.
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Baldur's Gate III - Suggestions & Feedback
Companion reactivity during Haarlep scene asteroid ares Yesterday at 08:46 PM
I love this game, but there's one scene where the game's presentation feels really weird.


During the Haarlep scene, you're sitting there watching Haarlep initiate a sexual encounter with your Tav/Durge and the companions are basically:

🧍 🧍 🧍
“...”

And then:

[Astarion disapproves]
[Gale disapproves]
[Wyll disapproves]

Like??? That's it???

Sure, they have approval reactions to things like removing your clothes, surrendering your body, and fighting Haarlep, but there isn't really a proper response or some kind of visible reaction during the actual scene.

I be romancing Gale and he be standing six feet away watching Haarlep proposition his partner:

Haarlep: “Undress.”

Gale: 🧍

[Gale disapproves -1]

BRO. DO SOMETHING. 😭

And then you have companions like Lae'zel, who canonically has strong opinions about sharing a partner, yet the game's actual response to the Haarlep encounter is still largely an approval/disapproval reaction rather than an immediate reaction.

The game does recognise that the companions have an opinion, and you can obviously talk with them about it afterwards, but that's not the same thing as actually reacting to what they're witnessing.

I don't need Wyll to suddenly pull out a sword and interrupt the scene. I don't even need the companions to physically prevent the player from making the choice.

I just want something like:

Haarlep: makes their proposition

Tav/Durge: 😶

Romanced Wyll: 👁️👁️

Wyll: “...Are you certain?”

Astarion could visibly tense up or look away. Lae'zel could look visibly furious. Shadowheart could look uncomfortable. Anything.

Because right now the visual language is basically:

“This is an extremely significant and intimate situation involving the person you care about.”

Meanwhile the companions:

🧍 🧍 🧍 🧍

[Karlach disapproves -1]

And no, the afterwards dialogue doesn't fully solve it. The game acknowledging the choice afterwards is good, but there's a huge difference between “I disapprove of what you chose.” and “I am watching this happen to someone I love and I am reacting to it in real time.”

Especially for a romanced companion. That's where I'd argue the missing reactivity is most noticeable.

Other players have discussed this too; here's a Reddit thread with examples https://www.reddit.com/r/BaldursGat...ou_think_companions_should_have_reacted/

Basically, in summary: I am not asking for companions to prevent the player from making the choice. I'm asking for contextual animations and dialogue so their presence in the scene doesn't feel meaningless.

Because THAT is the issue.

If they're going to physically stand in the room, make them feel like they're actually in the room. Otherwise, just teleport them outside the boudoir until the scene is over, man. 😭
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Baldur's Gate III - Technical & Gameplay Problems Jump to new posts
Audio Bug Xbox NeutralQuake727 11/08/26 07:11 PM
I've been having problems with the audio in the game - playing on xbox series x. Attack sounds with melee weapons and unarmed attacks are delayed - the characters will do the attack animation and the sound plays a few seconds late. It happens with the enemies as well.
Spells and ranged attacks are working fine.
I 've tried reinstalling, resetting my xbox, changed the hdmi cable and tried different audio settings but it hasn't fixed it. I'm not using mods.
Any ideas on how to fix it?
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Baldur's Gate III - Modding Jump to new posts
Mod Request: Bonus Action “End Them Rightly” Strato Incendus 11/08/26 03:55 PM
Anyone familiar with online discussions about sword fighting has probably heard of this meme — where, accordingly to one historical fencing manual, if one wanted to end one’s opponent “quickly” (“reschlich”, falsely translated as “rightly”), one should unscrew the pommel of the sword, throw it at them, then follow it up with a melee attack.

It has been made fun of in online discussions everywhere because of how inefficient it would be to do this, and how little damage a thrown pommel would probably do if it just hit a helmet, or some other piece of armour. Yet, at the same time, there are a bunch of illustrations from the middle ages showing this exact move, suggesting it might be more than a joke, after all.

Since we already have Pommel Strike in the base BG3 game, I was wondering if a simple mod could add this? For starters, “End Them Rightly” could work exactly like Pommel Strike, but at range (Bonus Action, 1d4 of bludgeoning damage, “thrown” property, chance to daze). Any sword that has the ability Pommel Strike should also gain End Them Rightly through this hypothetical mod.

Because this ability would have the “thrown” property, therefore interact with Tavern Brawler and other abilities that boost throwing damage, though, it could be a lot stronger.

To “end them rightly” as described in the historical manuals, you would of course have to use the bonus action first, then attack the same target in melee once they’re dazed.
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Baldur's Gate III - Technical & Gameplay Problems Jump to new posts
Re: BG3 MacOS / GoG - missing icons kilverfox 11/08/26 03:20 PM
I'm having a similar problem on my Mac with the GOG version of BG3.

Recently, GOG Galaxy suddenly started giving me two launch options, Rosetta (Intel) and ARM64, which I had never seen before. Since then, I haven't been able to launch the game normally through GOG Galaxy. It either crashes/closes immediately or the launcher disappears after I click to start the game.

I discovered that I can launch the game manually like you, with the executable, and I have the same problem with the missing icons which are the real bugger because the launcher thing is not really a problem to play, but the icons....


I've done all this with no change:

* GOG Verify/Repair
* Deleted LevelCache
* Regenerated graphicSettings.lsx
* Regenerated modsettings.lsx
* Confirmed there is no Mods folder
* Tested with a completely fresh BG3 profile and a brand-new game
* Completely uninstalled and reinstalled BG3
* Tested the clean reinstall before restoring any of my saves
* Used the clean test profile provided to me directly by Larian Support (1280x720, Windowed, Very Low settings)


I've opened support tickets with both Larian and GOG and am waiting to hear back. I'll update here if either of them finds a solution.
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