Re: Larian needs to make the world of Divinity more interesting! 🙏
TheRomanRuler
2 hours ago
I don't think BG3 being more interesting to you had anything to do with it being Dungeon's & Dragons universe but rather it being game which Larian made after Divinity Original Sin 2.
I do agree that BG3 world was overall more interesting, but D&D even in some ways has less variety and diversity. Larian have been getting much better at things, and i don't think Larian's own world is inherently any less interesting or less varied. Elves are just pointy eared human elves, not flesh eating tree born elves of Larian for example. Dungeons and Dragons started 52 years ago, it has had long head start, and early Larian games were nowhere near same level as BG3, really only DOS2 is comparable but even that was made earlier and ofc without lessons they learned from DOS2. Now they have learned lessons from BG3 and have full freedom to do whatever they want with their universe, there is no way they will make it less interesting than BG3.
I have fully confidence that their next game will be on same level with BG3, and quite possibly much better. Nothing good lasts forever but i have full confidence Larian's golden age is not yet over.
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Re: Divinity 2: Developer's Cut tools
cichy45
Yesterday at 07:00 PM
Are you good at blender use? Because I have done some work regarding that. Another tools. This tool: https://github.com/PmNz8/divinity2-model-viewerBrowse and preview supported Divinity II models, CAT/ITEM containers, textures, skeletons and animations, then export visual .d2model packages for Blender. It does not handle collision data, discover every runtime texture dependency, or support every asset layout. This is blender plugin: https://github.com/PmNz8/divinity2-blender-addonImport .d2model packages, edit supported geometry, UVs, materials, textures, existing LODs and animation keys, then export changes for DKS Patch Builder. It does not support collision editing, creating CAT/ITEM containers from scratch, unrestricted skinned topology or skeleton changes, or normal-map pixel export for CAT models. The asset pipeline is tricky. For example, the player dragon’s .cat container contains its own mesh, whose material explicitly references an external diffuse (DM) texture. It has no explicit normal-map (NM) or specular/gloss (SM) binding in the material slots we inspected, yet the game uses an external NM through an unresolved mechanism; SM selection remains unconfirmed. Geometry changes must target the mesh embedded in CAT, while DM and NM edits target their separate texture NIF files. In our player-dragon tests, neither embedding NM pixels inside CAT nor adding explicit links to alternative external normal maps produced any visible effect; replacing the original external NM texture did. The exporter and DKS Patch Builder preserve the recorded resource ownership and texture associations, so supported edits are applied to the appropriate files. However, not all runtime dependencies and edge cases are understood. Assets can also share textures, so editing a texture exported with one .item may affect other objects in the game. A possible next step would be to support importing modified assets as separate resources, with their own texture copies and updated references, so the changes remain isolated to the new asset. This would also require resolving how CAT assets select textures that are not explicitly linked, and ensuring the game actually uses the new asset.
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Redoing the difficulty levels: separate Quest Difficulty and Battle Difficulty
Archer26
Yesterday at 06:45 PM
I'm only a few months into it and love playing, but I find myself being what I call "dead ended" where my game progress basically stops around a game-pivotal quest or quests. At that point, I've honestly tried everything I can and can't move the game forward because I either don't have enough quests done, or not done in the right order, or some other thing. It makes the quest system feels like a Rube Goldberg machine instead of a fun thing, and I've seriously considered putting the game away permanently more than once because of it. Searching for quest solutions online is very annoying at best - it makes me feel like I'm stuck inside a broken Rube Goldberg machine. [img] https://www.flickr.com/photos/rocor/40020297094[/img] I'd like to see two levels of Quest difficulty. An easy mode, where you're not exactly handed everything on a silver platter, but it's definitely not as challenging as it currently is. Maybe you could have "ask the DM" functionality and get hints and answers without soul-selling-level penalties to do it. I'd find that a lot less frustrating when I'm completely dead ended. The other Quest difficulty level would be normal mode, i.e., what the game currently is. Developers being developers, I'm sure they'd tweak it so that flipping back and forth between the modes wouldn't gain you much advantage, or at least not all the time. Seems fair to me - tweak on. Battle difficulty seems to have taken care of itself. I've not played the levels above story mode, but my thought is that the difficulty is based on battle variables like the creatures having more hit points, your weapons doing less damage, or both. My understanding is that the current difficulty levels keep the quest stuff the same. My personal gaming preference would be to increase the battle difficulty and make it easier on the quests. Choosing the levels for each separately would allow you to do that. I've never played Honor Mode, but I'd make it normal quest difficulty only with no switching allowed; the metaphorical top of the mountain should stay the top of the mountain. EDIT: Just found out that BG3 development is effectively dead. So sad. Hopefully Divinity 3 will be great when it comes out.
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Re: Patvh 8
Halycon Styxland
Yesterday at 04:19 PM
Also, how do I change the marching order of the party, I did it ages ago but have forgotten how  Thats only possible in BG1+2. In BG3, you can only pick the current leader. The other three characters follow sort of randomly.
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Spamflood
Halycon Styxland
Yesterday at 04:18 PM
What are they even trying to archieve. This flood of nonsense posts will only enrage people.
Pretty frustrating that nothing can be discussed in the Divinity forum right now though. Not that there was much traffic in this forum to begin with.
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There are 6 tadpoles in the creche Zaith'isk machine room?
Shadowbart
12/09/26 07:52 PM
I know there are three, but I installed "Loot Master" mod, which sucks in everything within 50 feet, and it yoinked 6.
I hadn't done that room yet at all, just entered.
Are there some hidden in the walls in normally inaccessible areas, left by devs, or have I been missing half that phat loot all along?
I don't recommend that mod as, while it is one of the singular greatest quality of life upgrades I've ever seen, it seems buggy and games start becoming unloadable due to crashes.
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