Re: Seems like lots of people want a darker or more evil game, but is that an accurate sampling?
Taril
2 hours ago
innocent villagers being murdered by goblins will be the primary wrong-to-be-righted for heroes Only if 1) The heroes have nothing better to be doing (Say I was on a mission handed directly to me from my god that was about urgently preventing the end of the entire world. I'd have no reason to care to stop a few goblins when the people who are being murdered will die anyway if I don't finish my task) 2) We're going under the assumption that those villagers are innocent and those goblins are in fact evil. 3) There's no-one else currently acting on this. The villain on the other hand would start with an entirely own motive that may have nothing to do with the scenario at hand. So do the heroes? Like, literally unless you directly write that the only reason for the heroes to exist in the setting is they want to deal with these goblins, then the heroes have other motives. But if you're writing the heroes to be directly tied to these goblins... You can do the same exact thing for the villains. Have their motives tied directly to the goblins. I'm not sure how you don't see the fact that you're forcibly writing heroes into things while at the same time giving villains tons of freedom and saying it's impossible to work around this arbitrary freedom you gave to the villains and never to the heroes. Heroes and villains are equal in writing. There is no inherent bias that leads either side to be different. The fact that we're here on a forum for a game that shows exactly that, with the evil and good routes both being the exact same story beats with only minor differences shows that. I haven't played Mass Effect, but if those Reapers are the meanies, the goblins in our scenario, making peace would only be a variant of a good playthrough. You probably have the same alliances through most of the campaign and then probably only anger one friendly party if you don't follow through with mass murdering Reapers. Somehow abusing the whole Reaper-situation to take charge of a part of the world or allying with the meanies because you hate the others more would be two different evil scenarios that would not work with the same story moulds. In Mass Effect, no-one cares if you destroy the Reapers (Good ending) or enslave them (Bad ending). Both situations involve the exact same story to get to this point. You continually fight against the reapers. Then a big ol' Deus Ex Machina weapon appears and you buy time while it gets built. Then at the very end you just pick one of 2 options, exterminate or enslave. With the only notable aspect is that you're locked out of the best version of either ending (The one where allies don't randomly die for no reason) unless you played 100% good or 100% evil up to this point. As far as "Taking charge of part of the world" vs "Allying with the antagonists" that's not really a particularly scenario changing thing. Especially when such a thing is only relevant as the literal last action in the game (Much like the Netherbrain choice pre-Epilogue) all it surmounts to is having a different ending cutscene. Which is the major thing with morality in games. Much of the actual differences only come from a simple ending choice, to determine a final cutscene. It's never about the collective actions you made (Or, when it is, such as in Fallout New Vegas, all it really surmounts to is still just an altered ending cutscene showing the aftermath of the various choices you made - Same thing happens in Witcher 3 too) As such, it really doesn't require entirely different scenarios for different goals to be utilised. Perhaps if you wanted to build up to the goals, they might differ... But not often in dramatic enough ways that can't be incorporated as options in a single scenario. For example "Taking charge" and "Allying with antagonists" can still use the same build up of allying with the bad guys and furthering their goals for the most part. The key difference would be the choice to leave the leaders alone or to remove them and take charge. Which can co-exist alongside good routes to ally AGAINST the antagonists and shut down their goals and then you can still have your key choice about making peace with their leaders or removing them (Oh look, good and evil routes have the exact same end result of either taking out the leaders or letting them live! With only a minor difference in the actual path to get to them. Funny how similar things can be...)
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BG3 Proposal 30 - Chestmancy
Isend2
4 hours ago
4K Poster https://i.ibb.co/bg4kxrtD/bg3-chestmancy.jpg-- Inertial ManipulationLevel 1 Illithid power When you pick up, carry, or drag an item, you ignore its weight. Extended ReachLevel 1 Illithid power Your pickup and drop ranges increase by 1.5 m per character level, up to 18 m. Mass ReleaseLevel 1 Illithid power When you drop an item, it may deal Item Mass Damage. Item Mass DamageCost: Attack Damage: 1d4 Bludgeoning per 2,000 kg. AoE: 1m -- Explainer- Fantasy: DOS2 Chestmancy
- Build: Get 3 parasites (Druid Grove, Edowin, Gut). Get Adamantine Chest in Grymforge. Fill Adamantine Chest with all items you can find, to max its weight.
- Gameplay: Move Adamantine Chest near enemies. They die instantly, erased by chest weight
- Level 1: Immediate fun, can level up with the build
- Inertial Manipulation: QoL. No mule. Solo play. True Lone Wolf
- Extended Reach: QoL. Progressive enhancement
- Mass Release: Anything hit takes the damage. Including you
- Item Mass Damage: New formula. Different from { Throw, Crush, Fall }
- Cost: Attack: If the dropped item’s AoE intersects with one or more entities, and an Attack resource is available, then Drop consumes 1 Attack resource to deal damage to all intersected entities. For interaction purposes, Drop does not count as an Attack. Attack is simply the resource / counter. If no Attack resource is available, Drop still occurs but deals no damage
- Drop: Inventory / Right click / Drop (at your feet) or Drag’n’Drop (at chosen distance)
- Inventory / Right click / Drop: Will kill you. Prefer Drag’n’Drop
- Adamantine Chest: Indestructible (Has no HP). Like DOS2 Ornate Chest
- Items: Armors, Barrels, Corpses (Grym), ...etc.
- Locked Hotbar / Bidirectional Drag’n’Drop: New GUI mechanic that works only when hotbar is locked. Allows Drag’n’Drop from chest in locked hotbar to ground. Allows Drag’n’Drop from ground to chest in locked hotbar. This eliminates the need to open the inventory, which is the n°1 pain point in DOS2, especially if player does not have a wide screen, and which anyway would be painful in BG3 as inventory is not screen sided. Interacting directly with the locked hotbar using Drag’n’Drop is a quick and elegant solution that reduces the number of interactions. If side effects appear, this mechanic could be contained to a dedicated panel of the hotbar.
- Hotbar / Drop Button: Another option is a Drop button, just like the Throw button, but for Drop. Its cost remains free, as it is currently. It incurs more clicks, but may be more suitable to multiplatform (PC, console, mobile, ...etc.). Upon clicking, you select anitem in your inventory. You can Drop the selected item within your Drop radius.This mechanism does not affect Inventory / Right click / Drop which still drop the itemat your feet, because the source is inventory and such inventory management screen allows the player to drop multiple items fast, so player must stay on that inventoryscreen rather than selecting its drop range. Unless we authorize multi drop withindrop range (Shift / Ctrl to select multiple items), and in that case, both ways can benefit from multiple item selection and drop range. But then, what is the cost of multi drop ?
- Container / Right click / Unfold: New GUI mechanic. Disperse the content of a container on the ground. Useful for necromancers that do not use Mass Release but want a convenient way to transport a container full of corpses in the middle of a battlefield, then explode them. Same idea with barrelmancers and their many barrels
- Open Container / Rename button: New GUI mechanic
- Item / Right click / Send To { Renamed container }: New GUI mechanic. Easy way to organize inventory between multiple containers that look alike
- Drag’n’Drop VS Mage Hand: Mage Hand has distinct instances and can interact (Move, Button / Lever, Potion, Attack, Throw, ...etc.). Has no Illithid Power
- Drag’n’Drop VS Throw: Throw has STR requirements, its own AoE, own damage bonuses and can target creatures. Throw is neither a drag or a drop
- Drag’n’Drop VS Telekinesis: Telekinesis is a no-STR distant Throw (Is a Throw)
- % Reflected Damage: This is the n°2 pain point in DOS2, which mitigates it with Comeback Kid (Cheat Death, returns with 20% HP, once per combat). But when fighting multiple enemies with % Reflected Damage, like in Blackpits / Ancient Temple, Eternal Aetera’s wolfs, it is not enough. DOS2 mitigates with Lone Wolf’s mule casting resurrection scrolls, but having a mule breaks the immersion in solo play. Damage reduction would not be enough as well, because chest weight (so its damage) has no upper limit (core fun), and % Reflected Damage would still exceed Hero’s HP. Item with Immunity to % Reflected Damage is required.
-- Thou shall taste my bold chest -- Other proposals: https://baldur-proposals.web.app-- In your opinion, what is the best build for Chestmancy ? (Race, Class, Feats, Items, ...etc.) ?
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Audio Bug Xbox
NeutralQuake727
Yesterday at 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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Mod Request: Bonus Action “End Them Rightly”
Strato Incendus
Yesterday at 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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Re: BG3 MacOS / GoG - missing icons
kilverfox
Yesterday at 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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