Begging for GM Mode
PickleBottom
6 minutes ago
Divinity- Original Sin II was the first Larian Studios game I played. It was easy to sink the first 1,000 hours into the game and even easier to put in another 1,000+ hours when I discovered the Game Master Mode. I learned how to create maps, craft interesting battles, and I even implemented scenes to create a one-shot for my friends who had the game as well. It was a huge learning curve, but I had a blast with the tools given to me. I would have loved a GM mode in BG3, but I understand with such a big game and IP, the rush to get a quality product out, GM mode probably wasn't conducive. With Divinity coming out in however many years, my recollection of DOS2's GM mode was rekindled and I find myself craving a proper GM mode for Divinity.
I do understand the complexities, time, and money would be required to make something like that, but I'm sure I'm not the only one out there that would pour crazy hours into it. Pairing a GM mode with the modding community would create endless replayability, and absolutely change the way my friends and I play tabletop RPGS (we're mostly remote as it is, I get the irony lol). I have no doubt that Divinity will beat out BG3 in size and quality, but I'm still sitting here at my computer begging for a GM mode. Make my/our dreams come true, Swen, you beautiful man.
Thanks for listening to my rant. Does anyone else have fond memories of DOS2 GM mode?
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Re: Hopes for Divinity After BG3
Taril
2 hours ago
If there is an expected sequence of events that have to happen and consequences it will go against player freedom. I would rather have more content be like the goblin camp quest. The game doesn’t assume that something can happen. You can handle the situation in variety of ways and have outcomes that the game will respect. You are also free to use a wealth of scripted and systemic options. I mean, the goblin camp really only has 3 outcomes. You kill everyone in the camp. You attack the Grove instead of the camp. You ignore the camp (And its story proceeds without you, which would be literally one of the issues the OP doesn't like, as it interferes with going off to somewhere else to pick up some powerful loot before coming back to continue playing the early game). None of them have any meaningful impact on the story because despite Act 1 focusing on the Goblin Camp so much, it's not actually part of the main story. Like at best it just slightly alters some side interactions based on you being allied with the Absolute (If you attacked the grove) or not (Either of the other 2 options) It's about as relevant and freedom producing as the option to detonate Megaton in FO3. A side quest with nothing at all to do with the main story that can have lasting impacts on the game depending on choice (Notably, the evil route of detonating it will remove the Megaton settlement from the map and most of its inhabitants will disappear, those that survive are able to be found as ghouls) Which is why it has more flexibility in how you directly interact with it, because it doesn't matter what you specifically choose to do, the end result is the same vaguely defined 3 outcomes (Yes, the merchant will still mention "Someone running around attacking everyone" even if you only kill the leaders and/or use the spoders to kill most of the camp). This is why side-quests are usually the ones that offer more options, because they have a lack of consequences besides maybe an isolated change in its vicinity. Meanwhile, story quests are stricter and have less options because all options still have to funnel back into the same storyline, as to create a meaningful alteration you'd have to write 2 entirely different storylines based on that one decision. This is also why "Evil Path" is often so underwhelming, because in lieu of doing anything appropriately different, you are railroaded into the same heroic good guy storyline... You just murder more people to make it "Eviler" Which alludes to something that BG3 does, which is having very little on the map directly related to the main story. Most of the story moments are camp scenes, especially in Act 1. Which provides more freedom in what you interact with and how (Of course, as always, such things are undermined by experience gains. Whereby in order to not become underleveled, you have to interact with most content and then are shoehorned into "Fight it" or "Dialogue option to bypass combat" because things like sneaking past or ignoring encounters does not provide exp. Though at least it's not as bad as DOS2 where you had incentives to both dialogue option AND then murder everyone for double exp) However, this does end up making the few interactions that do exist, feel a lot more awkward and forced. Such as the Artifact, the whole Moonrise thing (Along with the Temple of Shar), the Emperor etc.
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Honor Mode savefile crash
Kaltizdat
5 hours ago
Heya! I just realized that I posted in the wrong place about my issue. Ever since the update, whenever I reached a certain point in the game (beginning of act 2, tail end of act 3), my savefile stopped loading. I have no mods, my PC meets minimum requirements of the game. I already tried everything that the support suggested, even reached out to Norbyte thinking the issue was caused by SE. They said the following: I've checked the save and it crashes for me both with and without SE. Seems like the crash is while creating esv::IconListComponent on an item in esv::ItemConversionHelpers::SavegameVisit -> esv::EntityManager::CreateItem -> esv::EntityManager::AddItem. Now 4 of my honor mode runs cannot be loaded, all of them 30+ hours. Anyone knows a fix? My specs: Windows 11 Home, 4070TI Super, AMD Ryzen 7 7800X3D, 32gb RAM.
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Re: Game crashes to desktop every few minutes
Lotus Noctus
7 hours ago
Yes, the linked thread also mentions various causes. It could also have been due to the latest Win 11 update, etc. The fact is, I myself needed several complete clean reinstallations, and the launcher has not caused any problems since then. Others are only now experiencing these problems. You can see it in all the newer threads on Steam. I hope your "culprit" is now fixed. Happy gaming then.
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Ivra walkthrough PDF
CommenTerry
13 hours ago
In the pinned posts here in this forum is a thread by Ivra regarding their PDF walkthrough for the game, but the link for it no longer works. Does anyone happen to have this PDF and could re-link it for me, please? I realize there are other walkthroughs out there, but I'm curious about this one. Especially since it's in a pinned post here.
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Fought Marcus, but the game keeps thinking I helped kidnap Isobel
Beeblebrox
17 hours ago
Heya,
So I'm on my first playthrough and a few days ago I started Act 2 after helping the Druids and refugees in Act 1.
Got to Last Light Inn and, as you might expect, got quite surprised by what followed. I rejected Marcus and his proposal to help him kidnap Isobel. Started the fight, tried to heal and save her while fighting enemies, but ultimately failed and Marcus flied away with her, while I was left to deal with the consequences. Long story short, everyone died, from Harpers to refugees I helped in Act 1, including Dammon, Roland, Alfira, Bracus - hell, even Jaheira died during the fight.
My heart sunk, and I couldn't continue playing for a couple of days, contemplating loading an earlier save to try again. But in the end I accepted the consequences and continued playing (only to lose Halsin as well, after he instructed me to guard the portal to Shadowfell, as if losing Last Light Inn wasn't enough).
Fast forward some hours, and I get to Moonrise Towers, where Ketheric for some reason thanks me for helping them get Isobel, and Z'rell as well, saying I got Isobel before she even asked me to do it.
Is this some kind of bug, or am I missing something? It's very annoying to accept horrifying consequences of my actions and choices, only for the game to - hours later - not acknowledge what I actually did, while saying I did the opposite.
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Baldur's Gate 3 crash help
Kaltizdat
Yesterday at 05:16 PM
Heya! It seems to me that since the last update my honor mode runs stop loading past a certain point at act 2 or 3. I first thought that it was SE related issue, but Norbyte confirmed that it is related to the following: (the crash is while creating esv::IconListComponent on an item in esv::ItemConversionHelpers::SavegameVisit -> esv::EntityManager::CreateItem -> esv::EntityManager::AddItem.) Anyone had an issue like that before? If so, is there a fix? I lost 4 honor mode runs at act 2 and 3 to this and support was of no help.
Thanks!
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Stick Drift Sensitivity
ConsoleGuy
Yesterday at 02:11 PM
Greetings, I'm a big fan on BG3, however, i play on console due to financial irresponsibility. I have stick drift on my controller and it makes it hard to select actions and spells in the selection wheel. If you can, please, add a dead-zone sensitivity to the analog sticks in the settings menu, i'm sure many console players would appreciate it. I would buy a new controller if i had the funds but alas, i do not. Thank you on your hard work and I am looking forward to your next game!
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Divinity Engine: EE Mod merging: Help
BHK
Yesterday at 06:56 AM
Hello all, I was poking around in tutorials for hours and reading the forums and following directions etc. Simply tryin to merge two Steam mods for EE to mess around with. I like the versatility of more character creation, but don't want to miss out on the companions... so I intended to merge the 'Gandos Unlimited Party' mod and the 'Four Character Creation' mod. I thought I did everything right, since only one appeared to edit story code... I loaded both together in Divnity Engine appeared to merge dependencies etc. but game just crashes when I load mine. Any tips would be great. All I'd like to do is be able to have at least 2 companions as intended in vanilla game... with the 2 additional Source Hunter created characters.
Also if I am unintentionally breaking something on forum rules let me know. I read through for a while and didn't see anything that ended up helping specifically with merging two mods of a similar type using Divinity Engine EE.
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Re: EE pak extractor
Serp
Yesterday at 12:25 AM
The download link is dead I still have the files from years ago and my question is: Is there a documentation for how to use it with command line (want to unpack alot of mods at one time)? It says this: Usage: -l, --loglevel[optional]... Set verbosity level of log output
-g, --game[optional]... Set target game when generating output
-s, --source... Set source file path or directory
-d, --destination... Set destination file path or directory
-i, --input-format[optional]... Set input format for batch operations
-o, --output-format[optional]... Set output format for batch operations
-a, --action... Set action to execute
-p, --package-version[optional]... Set package version
-c, --compression-method[optional]... Set compression method
--gr2-options[optional]... Set extra options for GR2/DAE conversion
--conform-path[optional]... Set conform to original path
--use-package-name[optional]... Use package name for destination folder but no info how these should look like. eg what "action" is valid? How must be the "game" defined? And so on  edit ANSWER: the github page is this for download: https://github.com/Norbyte/lslib/releasesAnd here one can see the arguments and the allowed values for the command line usage: https://github.com/Norbyte/lslib/blob/master/Divine/CLI/CommandLineArguments.cs
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Hammered Achievement/Trophy bug
Mornayak
Yesterday at 12:05 AM
With the new PS5/XSX update I tried to obtain Hammered in all ways, deathfog Alexander, talking to Dallis, wait till everyone leaves and tp her out of range and killing her, tp her with all other enemies are near her making them enter combat and killing her, tp her with a bait character on the beach while archers stand in the tower near the stairs where you can access Fort Joy without activating the conversation making them out of range and not making them enter combat and killing her, throwing +1000 whatever weight system they use in the game on her head. All this try popped her dragon form and make her flee, but the achievement/trophy don't pop. Thanks in advance
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Too many effects icons interferes with clicking on things
Shadowbart
21/12/25 10:38 PM
I have a play-as-a-skeleton mod, which gives you a skeleton-oriented buff. It's buggy and keeps re-applying, but that's not the report here. The report is when there's too many of these icons, it seems to interfere with clicking on things underneath it. This appears to be much thicker, up and down, than just the thin row, perhaps the layer intercepting the clicks is budgeting for info popup overlay space? ![[Linked Image from i.imgur.com]](https://i.imgur.com/OuD0wdf.jpeg) It's a bit squirrely so there may be more to it than that, but that's my first guess.
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