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Baldur's Gate III - Latest News
Re: Hotfix #36 Now Live! Version Number: 4.1.1.7209685 Halycon Styxland 4 hours ago
In such cases I just download the full game again.
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Baldur's Gate III - Technical & Gameplay Problems Jump to new posts
Re: What a lying, lying game! Taril 16 hours ago
Originally Posted by Shadowbart
This is a joke. A monster sequence of bad rolls, followed by an attempt to fix up the overall statistics with a crit.

Technically, this isn't what is happening, as reloading effectively removes the roll from the game's memory.

Thus, every save scummed roll is being done under the same logic.

Which can lead to horrible results when factoring in buffered statistic logic - I.e. If your roll happens to be one with a large penalty to it due to a string of good rolls earlier, then all save scummed rolls will have this large penalty as the logic won't update.

As such, if the case is that buffered statistic logic is being used, then that crit was just a lucky crit despite a large penalty on the actual roll. Not a "You rolled a bunch of bad rolls, here's a pity crit" scenario.

Which is where the benefit of Inspirations comes in. As they don't remove the bad roll like save scumming, but do another one instead, it allows the logic to update with the fact you got a bad roll and then improve your chances.

As such, you might be interested in the No Inspiration Cost mod to utilize in lieu of save scumming, letting you spam inspiration rerolls for free instead of reloading a save to do repeated rolls (Which would provide better statistics on overall roll logic than save scumming results would)

Originally Posted by Shadowbart
Is there no mod to record rolls so we can feed it into a statistical analysis to detect frontloaded BS rolls that are later "fixed up" towards the end of a fight?

There's the Records mod that will allow you to track rolls, though I'm not sure if it will allow you to see a dynamic array of stats (I.e. The proposed scenario of bad rolls being buffered later on for a statitical average). But will let you track overall hits/misses on your dice, both inside and outside of combat.
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Baldur's Gate III - Latest News
Re: Hotfix #35 Now Live! Version Number: 4.1.1.6995620 PrometheusN7 Yesterday at 10:02 PM
If y'all bring back pregnant Minthara I'll pretend none of the nonsense these past 2 months ever happened.
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Baldur's Gate III - Technical & Gameplay Problems Jump to new posts
Re: Door problem still there. ldo58 Yesterday at 08:50 PM
Beautiful example of the buggy doors.

Sneaking up on the Githyanki, Wyll can't cast a surprise eldritch blast because the door opening blocks the way.

[Linked Image from i.imgur.com]

But they can still sneak 50 cm further on,to pass across the door opening , and then the spell can hit target.

[Linked Image from i.imgur.com]

Please avoid this in your future games, Larian.
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General Discussion Jump to new posts
What BG3 missed but what would have made it 5 times better game Modder Yesterday at 07:24 PM
Because games like this are pretty fun to play through multiple times, even mainstream players do it so its very common, what would greatly improve the story and gameplay aspect of it is failure. And i mean failing at big story elements.

In BG3 and in classical story telling you can set aim for yourself such as "i try to save the world" or "i will sacrifice the world for my god" or "i will become tyrant" etc and whatever your aim is going to be, achieving that in BG3 and in classical design is easy and game kinda tells you on every choise which one to pick if you want to achieve this or that ending. This is safe design and lacks total ambition and actual design art of story telling and player manipulation. Are you truly setting the bar so low larian ?

In bg3 you did have a moment, my favorite moment in the whole game, where player could fail to save isobel from kidnappers, at that moment many players had chosen "i will be a hero and save these poor people"... then you failed as isobel died and game totaly rubs it into your face, showing how horrible end all those poor people end up facing because of you failed. It was very sad and a surprise for every player who ended up failing at that point. Total masterpiece of story design in a world full of cliche stories where you can predict everything that is going to happen next. That moment should become whole aspect of story telling because of it is a game, even if you make players fail they can re-play, in fact they get burning urge to re-play and correct their failures they had on their first run. There is a game that did this in tiny scale, a very good game, dragon age origins, a lot of players didnt get the endings for certain things that they expected, instead they got sad endings.. that made everyone replay and try to figure out how to get the ending they want, and it was NOT made easy, game didnt guide you to it instead it tried to trick you from reaching your goals, the correct choises were not the obvious choises.

And that is my main idea.. make your storytelling so that it manipulates players to fail. As they try to achieve good endings to their stories, make player think the game guides them towards it but if they follow the "obvious" choises, they end up failing, so it kinda becomes a challenge to find the correct choises, correct path to achieve the kind of ending you want to achieve. And moreover, as you reveal to your player that they have failed, that they have been tricked, rub it into their face so hard they want to smash their keyboard to the wall, make players feel sadness, disappointment and failure, possibly even in black-humorous way. That is anti-clichee and very good story telling technique for a game that people play multiple times.

Whenever you know you can surprise the player, for example when player thinks he has won a battle for something and saved the day.. Then villain returns out of nowhere and rips apart everything and rubs it into player's face as they stare their screens with their mouth open :OOO in shock unable to take action.. that should be the bar you set yourself. Next step from this is that once player finaly finds the secret and correct path, they have to live in excitement and wait and wait until out of nowhere game reveals that even the villain came back and annihilated nearly everyone, you had figured out some secret that finaly saves the day and is revealed on the darkest moment when player thinks he has failed and everything is over. That kind of reveal method maximizes the satisfaction of finally succeeding.

If this idea feels radical or very obviously bad idea.. then remember there is movies that make people feel all kinds of feelings, sadness and sorrow among them yet people still like those movies.. what separates games stories from movie stories is that games can be replayed. So make story harder please.
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Baldur's Gate III - Technical & Gameplay Problems Jump to new posts
Re: unplayable since last hotfix Not-The-Durge Yesterday at 06:22 PM
I don't know it's my my case specifically but I still get mad frame-time fluctuations form 8.6ms to 14.14/15.65ms, maybe it's caused by shader cache being built due to me doing a clean install of BG3 maybe?
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Baldur's Gate III - General Jump to new posts
Re: BG3 Fan Fiction SPOILERS and POTENTIAL SPOILERS GM4Him Yesterday at 06:16 PM
Update: Part 3, Chapter 21 is now published. This is the beginning of Part 3 of the Hellraisers story. The adventure continues, but will the Hellraisers survive after being captured by Auntie Ethel, Minerva, and Iggwilv, the Queen of Witches?

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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Baldur's Gate III - Technical & Gameplay Problems Jump to new posts
Re: Inventory screen is randomly opening. Xyhis Yesterday at 03:04 PM
This is happening to me, and it is a relatively new glitch I hadn't previously encountered. I always quick save and reload to remedy it.
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Baldur's Gate III - Story & Character Discussion Jump to new posts
Re: Mystic Carrion is such an underrated character Tav'ith'sava Yesterday at 01:55 PM
Well, Imhotep surely craved the affection of Evelyn and Anck-su-namun, but it's hard to tell if that was actually his softer side or the kind of insane and obsessed selfishness we see with Count Strahd and Tatyana Federovna.
While I can't tell if there are any known fictional characters that inspired Mystic Carrion, that line surely hit home for my tabletop campaign. I have a rather powerful good-aligned (think crypt keeper knight) mummy NPC friendly with the player characters who once complained to a player that even years after being awakened, their bodies still have reflexes left over from being alive, like wanting to draw breath when startled although they too keep their lungs in a pot, developing cravings for food they can't eat, or expecting pain when cut or panic when they can't breathe, but then only feeling numb and dead. The warmth of a living being and feeling a heartbeat are calming to them.

In AD&D, other types of undead are usually tied to the Negative Energy Plane which comes with an innate hate for anything positive or living, although some higher undead can control this urge. Mummies, however, get their regeneration and rotting touch powers from their connection to the Positive Energy Plane which replaces their natural life force. If you're a real mummy nerd, the ba remains with the mummy, while the ka moves on to the Outer Planes and gets replaced.
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Baldur's Gate III - Modding Jump to new posts
Re: Mod Request: Fix Sneak Attack in reactions Tav'ith'sava Yesterday at 01:23 PM
I don't mean to disrespect anyone who started on newer D&D rules, or who got them working for their group, but it's actually still mind-boggling to me that people have been playing D&D for a quarter of a century with WotC combat rules. The original AD&D (2e) rules were convoluted, confusing, often frustrating and showing signs of age, but they only needed a cleanup (do I have to roll high or low for this?), some fresh concepts (Saving Throws, damage flavours,...) and maybe a little less anti-player bias. But, WotC seems to have confused the often counter-intuitive AD&D rules themselves. Or maybe in some sense, D&D 3e continued only old D&D's straightforward simple but far less granular rules, while AD&D was discontinued. However, seeing how the rest of the rules were treated, I have severe doubts that this was by design.

The 2e-based combat rules I use at the table have combat phases (determined by initiative, number of attacks and speed factor of weapons/spells/actions), combat rounds (which combatant's turn it is - duh, but we're playing in German) and combat turns which renew after every combatant has used up their actions. This means the first one to act would use their first attack, then the next character would use their first attack, or maybe draw the attack to parry for higher AC, retreat or do whatever. Then you'd proceed to second attacks and so on. Dropping combat phases has led to this awful taking of turns with attacks (you hit me thrice, then I hit you thrice) that made everything post-Y2k unplayable for me. In 2e, thieves and (some of) their subclasses can use backstab on any surprised opponent. To use this ability, the thief must be behind the victim and the victim must be unaware that the thief intends to attack them. This usually boils down to one backstab per combat encounter, as you'd expect a comrade dropping to the ground with a knife in the back to be a bit of a giveaway, but this is a limit that can be pushed with magic, clever use of terrain or skill.
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Baldur's Gate III - Technical & Gameplay Problems Jump to new posts
Re: BG3 at XBOX Series X laging / crash Sercatum Yesterday at 10:27 AM
Yes I can confirm - it works!
I can walk through busy streets of Baldurs Gate!

Thank you very much smile

P.S. And as it is in description, displaying tool-tips windows is fixed (compare gear description it used to disappear )
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Baldur's Gate III - Technical & Gameplay Problems Jump to new posts
Re: BG3 Constantley Crashing Recently Felwred 26/03/26 08:54 PM
Originally Posted by Salo
Hello, we have just release an update to address some of these crashes and performance issues. Give it a try on the latest version of the game, and if the issue persists, please reach out to our support team so they can take a look! https://larian.com/support/baldur-s-gate-3#modal


Checked again today and hotfix 36 does not correct crashes on saved games. Frame rates are better but even with using an act 2 save then moving into the lower city (with all previous saves deleted), the game still crashes for any save made after entering the lower city. I’ve done all the recommended steps to troubleshoot (reinstalling the game, deleting all corrupted saves, booting in safe mode, tried both connected to Internet and not, tried saves with crossplay enabled and not enabled) - the loads crash under all circumstances post entrance into the lower city.

Any ETA for a PS5 fix?
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Baldur's Gate III - Technical & Gameplay Problems Jump to new posts
Ps5 still crashes on act3 after hotfix 36 Felwred 26/03/26 08:45 PM
The newest hotfix (36) appears to have helped with the frame-rate problems but not the crash on loading saved games on act 3. Both with modded and non-modded games, I still cannot load any game after entering the lower city.

I reinstalled the game, cleared cache and deleted all saves flater than act 2. In both the regular unmodded game and the modded game, the moment you save after entering the lower city, those loads always result in crashes for PS5. This has been consistently happening since hotfix 35.

Larian - please fix this. The game is unplayable at this point for Act 3.
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