It`s 3 glitches with Arabella at grove
Arvin Lundstrom
5 hours ago
Update is that Locke and Komira is conversing with druids about releasing Arabella. They didn`t talk to druids before update, the save arabella quest was triggered when you enter druid chamber and see her. You are supposed to enter sacred pool with going to where the locke, komira and druids cinematic happen facing the druids. Update is elevator at the hollow but you can`t utilize it before you enter sacred pool. But you are able to jump and taking damage from elevator at the hollow to sacred pool. When you go to where Locke and Komira cinematic happen from behind you are teleported to be facing druids where you are supposed to be. This make you able to skip this cinematic and getting quest from Locke and Komira with enter druid chamber before trigger it. Because you don`t get Kagha quest from Locke, Komira and druids cinematic. When you talk to Kagha the conversion is different as before update. The Locke, Komira and Arabella cinematic is different and as before update. You are able to target Arabella before you get too close and the cinematic is triggered in druid chamber. Hitting Arabella with ranged attack make her not smooth fall move to lying pose. She just clip from standing to lying dead with blood. You get the snake killed Arabella quest update but druids attack you which they normally don`t. You are able to pick up humanoids, beasts and monsters that isn`t too heavy compared to companion strength. If you drop Halsin or another corpse or steal idol before you enter druid chamber and Arabella cinematic begin. Dropping beasts you picked up don`t cause this. The druids and tieflings kill themselves outcome is triggered. The druids leave druid chamber to fight tieflings. When you enter druid chamber Arabella is removed. You see blood where Arabella normally spawn but she is gone and spawn nowhere else.
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I got to ancient forge at grymforge in day 2
Arvin Lundstrom
5 hours ago
The chosen companion is female light brown beast tamer forest gnome sage ranger Frida. Frida start with abilities STR 13 DEX 15 CON 11 INT 15 WIS 12 CHA 11. Lae`zel is companion in mind flayer ship but then isn't the time to when you are able to defeat githyanki close mountain pass before update In update version Lae`zel spawn right after Gale, Astorion and join you. The goblin attack close to the gate on tieflings and humans happen with Lae`zel this time. Things is peaceful and enhanced after. You are supposed to go north, enter the grove, talk with them what is happening currently and find things to complete. But there is nothing stopping you from going west to goblin camp, ally yourself with goblins, drows and kill Halsin before you enter the grove. This sequence breaking screw up quests and conversions. I did no more fights after fight close grove entrance to to make it to worg pens. Doing this make you go to level 3 when you reach goblin camp quick from entering area XP. Companions killed Halsin and Lae`zel picked up 1 Halsin. Baldur`s Gate 3 is very flexible with saving progress. You are able to save anytime except during conversions. You are able to load any of many saved status and ongoing events in areas the time you saved. You are able to load saves anytime except during cutscenes. You are able to have infinite saves. If you fail ability check you keep loading save to when you succeed. This make you able to succeed any ability checks that you don`t have to get max roll that`s higher then your modifier max. I utilized detect thoughts INT check with Frida to overcome goblins in blighted village and goblin camp with no fight. Lockpick box items doors and intelligence checks has often succeeded in 1 try. If you don`t kill Halsin, talk to goblin priestess and Minthara you keep actions. I went west close to halfling trader and entered priestess quarters door in goblin camp. I skipped fighting the 2 minotaurs and bulette with jumping. Just Lae`zel had to make it to myconoid colony and other companions fast traveled to waypoint. Sell all items you don`t need in fight, buy, utilize useful items like elixir of hill giant strength and smoke powder bombs. Glut being able to revive the minotaur the temple outpost killed as spore servant ally is useful. Minotaur doesn`t begin with max HP. But when you drop health potions you are able to select them at ground with minotaur and be healed to max HP. I surprised attacked duergar with minotaur at beach. All companions died except Frida. Frida couldn't leave with boat during combat but i fled combat with Gekh duergar alive. I did go to camp, to underdark beach again and saved. Then just Frida and her beast did sail away with boat. You are supposed to kill all duergars at beach before sail with boat but i didn`t need After going to camp and to underdark beach Glut spawn where you are. I failed the duergar boat charisma check many times and did keep hearing no way a mushroom killed Gekh. Get her fellas. With 2 HP i often was defeated immediately when duergar began and hit Frida. When you always succeed ability check if you keep load save i did do so. Duergar think i killed Gek but i didn`t. I anchored sequence breaking at grymforge before i been to and talked to any humanoid and got any quests in the grove. I resurrected Gale, Shadowhearth and Lae`zel at grymforge with Withers. I did collect idol of shar, did make it to ancient forge in grymforge and fought armor enemies in day 2. Before the first mind flayer tadpole guardian cinematic happened. Then my action was spent and i had to end the day.
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Re: Please add German voice acting to the game
ArneBab
Yesterday at 10:41 PM
German voice acting would be awesome!
I know that it’s hard to pull off, but it would be great.
And with the current conflict between German voice actors and Netflix, there may actually be far more talented people available to hire than usual.
I’m usually comfortable playing games in English, but many people I want to play with are not. And the voice acting really adds a lot to the game.
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Re: Full Character Design ?
Taril
Yesterday at 03:09 PM
This in of itself can have tons of variables. Like, even if you can only scale by increments of lets say, inches... You have what? 4' 4'1" 4'2" 4'3" 4'4" 4'5" 4'6" 4'7" 4'8" 4'9" 4'10" 4'11" 5' 5'1" 5'2" 5'3" 5'4" 5'5" 5'6" 5'7" 5'8" 5'9" 5'10' 5'11" 6' 6'1" 6'2" 6'3" 6'4" 6'5" 6'6" 6'7" 6'8" 6'9" 6'10" 6'11" 7' That's 37 different variables. And only if you shift by increments of inches. If you have a slider, then you have all the variables between those inches... With just this one variable, it can mean making at least 37 completely unique items in order to ensure that the items fit the model properly and aren't stretched or warped. You add in a second variable, like width and then each of these 37 variables also have all the variables of that width. Like, imagine you have the option to adjust width by up to 5 inches, again in increments of 1 inch. That means each of those height values can have 5 different width values. That means at least 185 different bodies. Which will require at least 185 different items to be created to make sure they fit properly and are textured right. Again, ignoring the possibility of a slider that incorporates values between inches (Which massively inflates the number of potential unique models) And this is only for one singular body type. Having this for both male and female bodies means any value is doubled, so that's at least 370 different unique models. All requiring that many iterations of all items in the game. Instead of just 2. This is why body morphing is so uncommon. It quickly compounds to having ridiculous numbers of variables which require colossal effort to incorporate.
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High Core Count vs. Low Clock Speed: Trying to run BG3 on a refurbished ProLiant?
dapemo9713
Yesterday at 02:12 PM
Hey everyone, I’ve been a long-time fan of Larian’s work, stretching back to the early Divinity days, and like most of you, I’ve spent way too many hours exploring every nook and cranny of Baldur’s Gate 3. However, I’m currently facing a bit of a hardware "experiment" that I’m hoping some of the more technically-minded folks here might have some insight on. Usually, I play on a standard gaming rig, but due to some recent changes in my home office setup, I’ve been trying to see if I can consolidate my gaming and my home lab work onto a single machine. I’ve always had a bit of a soft spot for enterprise-grade hardware—there’s just something about the stability and build quality of servers that appeals to me. To that end, I’ve been tinkering with a refurbished HP ProLiant DL360 https://serverorbit.com/pc-and-servers/proliant-dl360/24-core-2-2ghz-xeon. It’s a bit of a beast for data tasks, sporting a 24-core Xeon setup clocked at 2.2GHz, but as I’m learning, "beast" in the server world doesn't always translate to "beast" in the RPG world. The specific point I’m curious about—which I’ve seen discussed in various technical threads—is how BG3 actually handles high thread counts versus raw single-core frequency. We all know that Act 3, specifically the Lower City, is a massive CPU hog. The sheer density of NPCs and scripts running in the background seems to bring even modern consumer CPUs to their knees. On my ProLiant, I have cores for days, but that 2.2GHz base clock is significantly lower than the 4.0GHz+ speeds that most modern titles expect. When I’m wandering around the Elfsong Tavern or the docks, I’ve noticed that while my overall CPU usage across those 24 cores looks relatively low in the task manager, my frame rates are stuttering quite a bit. It’s almost as if the game's engine is getting bottlenecked by the speed of the individual threads rather than the number of threads available. I’ve tried the usual fixes: switching between Vulkan and DX11, disabling the Steam overlay, and messing with the "Slow HDD" mode (even though I’m running off an NVMe). It’s been a fun personal project to try and make "work gear" play "fantasy games," but I’m starting to wonder if I’ve hit a hard architectural limit. It's a fascinating trade-off; on paper, 24 cores sounds like overkill, but that 2.2GHz Xeon might just be too "slow and steady" for the chaotic, real-time demands of the Baldur's Gate crowds. Has anyone else here tried running the game on non-standard PC or server hardware? I'm curious if there are any specific BIOS tweaks or affinity settings you’ve found that help the engine better utilize high-core, lower-frequency setups like the DL360. Or is this simply a case where the density of Act 3 scripts will always favor a fast 6-core chip over a massive but slower 24-core server?
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Re: BG3 Fan Fiction SPOILERS and POTENTIAL SPOILERS
GM4Him
Yesterday at 01:35 PM
Update: Part 3, Chapter 28 is now published. A vile and evil entity turns the already nightmarish reality of the Abyss into an even deeper, darker horror as the Hellraisers explore further into the secret sanctum of an ancient, deceased astral elf explorer and her crew. BG3.5 - Hellraisers (Fanfiction) Baldur's Gate 3.5: Hellraisers - an original fanfic story that is a sequel to Baldur's Gate 3 Fanfic: The Afflicted. It picks up immediately after the events of Baldur's Gate 3 as characters from the previous fanfic - Fiovay, Kai, Aelun, Vlyn, and the other members of their party - travel to Avernus. Their quest is to save Karlach but also to hopefully find and rescue Darson, Aelun's father, from the clutches of Demogorgon. Here is the link to the blog site: https://baldursgate3hellraisers.blogspot.com/2025/10/baldurs-gate-35-hellraisers.html
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Re: Cannot remove my friends character....
hedgehogs_fly
28/05/26 11:23 PM
I cannot dismiss my friends character. I did alot of googling and I guess when your friend makes a Dark Urge character..... you can no longer dismiss it. But the problem goes beyond that... the game somehow has designated that my friends character as the main one. All the important cut scenes and dialogues automatically go to the dark urge character. Which really sucks  wish this was known or I would have asked him not to create Dark Urge. Kind of a big bummer.
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Brutal mode mod turns off legendary actions?
Shadowbart
28/05/26 11:16 PM
Installed brutal mod which makes some fun changes to make the game harder. However, it seems to have turned off legendary actions. I set up a custom with all tactician, which normally does legendary actions, but nope. No diamond skin on you know what, no owlbear mate.
Anybody know how this mod interacts with that?
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Re: Enemy Health Turned Off
Shadowbart
28/05/26 04:58 PM
In reality, most fights are one punch kinds of things, one stab (even though attacker may not give up) or one shot. The idea of health draining away until you collapse is what's decidedly unrealistic.
Even D&D itself counsels against thinking, for example, a high level character somehow has more "life force" than a low level one. Instead, you should think of hp as a generalized competency during a fight, until the one and only actual serious hit lands, taking the person down. Such a mess up would tend to happen earlier for the untrained and later for the highly trained.
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Hag quick kill glitch
Arvin Lundstrom
28/05/26 06:03 AM
Auntie Ethel appear at grove and you are able to buy things from her. This evil hag has just 6 HP and it appears you are able to stop her evil actions easy and attack. Auntie Ethel drop to 0 HP in 1 hit but doesn`t die and run away. I went to turn based mode and with rat, raven and mage hand hit her 23 times. Rat infected her but didn`t die and disappear after running some distance. You are supposed to go to blighted village, then south and encounter Auntie Ethel, Johl and Demir conversion. Go to goblin camp, then south. Make raven summon alone fly east downwards to putrid bog. Attack gnarled teahouse alone door with beak attack multiple times. The door is destroyed and you see Auntie Ethel in human form and Mayrina in gnarled teahouse. Attack Mayrina or Auntie Ethel alone with beak attack. Auntie Ethel transform to hag form and die immediately. All hag is dead events is triggered. The putrid bog cutscene happen. When you go to Gale, Wyll or another humanoid player it get black. Now Johl and Demir is trying to talk to Auntie Ethel but she are gone. You can`t talk to them. The redcap blood sages isn`t transformed but doesn`t attack you when they see you. They are supposed to attack you after hag Mayrina cinematic in gnarled teahouse. When humanoids enter gnarled teahouse Mayrina saved and angered cinematic happen in wrong area. Auntie Ethel died before she found cure quest thing is displayed. Other Auntie Ethel quests things didn`t have time to be written and you don`t get them. Mayrina walk to the basement and then spawn at her houseband burial. This make you skip the entire brothers cinematic, gnarled teahouse cinematic, redcap blood sages fight, basement puzzles fights and hag fight with Mayrina with burning cage. These glitches is weird. The Auntie Ethel and Mayrina cinematic is triggered when humanoids enter gnarled teahouse. Summons doesn`t trigger cinematics. You can`t attack during cutscene. When Auntie Ethel or Mayrina is attacked in gnarled teahouse not in cutscene. Game doesn`t know what to do panic and make Auntie Ethel get dead status as solution. You are able to do this with any summon that are able to fly. You are likely able to do this with any summons that are able to jump downwards to putrid bog and don`t die when falling. It`s hilarious that at at grove Auntie Ethel doesn`t die when you hit her 23 times but in gnarled teahouse 1 hit kill her.
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