Re: NPC assistance not found
Tav'ith'sava
1 minute ago
That's usually until one of your enemies attacks or accidentally damages a "neutral" party, which - yes - is a bit of a stretch in the Shadow-Cursed Lands. I'm not sure about the Last Light Inn, though. That scenario may follow a different code.
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Re: Spoilers - How do you resolve the Nere situation?
Tav'ith'sava
5 minutes ago
How many times did I want to punch Jaheira for leaving a bunch of shadow-cursed vines at the bottom of the stairs towards the Steel Watch Foundry? On the other hand, as a tabletop DM, I can confirm that even players are completely ignorant of their character's surroundings sometimes.
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Re: Trigger scenes problem in BG 3
Tav'ith'sava
11 minutes ago
I don't have much experience with many different playthroughs, but since I felt like being on the clock due to the whole Ceremorph dilemma, I was a bit skimpy with Long Rests at first. These are important to advance some parts of the story, though.
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Re: BG3 Fan Fiction SPOILERS and POTENTIAL SPOILERS
GM4Him
11 minutes ago
Update: Part 2, Chapter 15 is now published. The Hellraisers continue fleeing through the Underdark of Avernus - and evil pursues them at every turn. 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: macOS Game freezes before/after cutscenes [Act 1]
Anonymous Tav
2 hours ago
I don't know if the following applies to any of you guys experiencing this issue, but I solved it for me.
Using MacOS console, I've taken a look at this issue in *my particular* case. Before investigating it, I also did the following:
- Setting the refresh rate to the one of my display (70hz in my case) - Capping frames @ 70fps (due to 70hz)
However, that alone did not help.
What I've noticed during my investigation is quite a few log entries related to WebKit, which I found kind of odd. For everyone who doesn't know what WebKit is: It's a HTML/CSS/JS engine, not only used in Safari, but also for embedding websites in native applications on macOS and iOS. What I noticed as well was that my Larian account is not connected to my local BG3 installation anymore, despite me never logging out of it.
Since I usually also play the game without starting Steam, I did the following:
- Always start Steam before playing - In the game's Steam Settings, disable "Keep game's saves in the Steam Cloud for Baldur's Gate 3 - In the game's Steam Settings, disable "Enable the Steam Overlay white in-game" - In the game's launcher Settings, disable "Enable HDR"
All of the sudden, my Larian account successfully connected to Larian Network again and the crashes disappeared.
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Re: What races are planned for Divinity and party size? Expecting more or less?
geala
4 hours ago
Many interesting thoughts and infos.  Something different, concerning races: When lately thinking intensively - as on any single day  - about the trailer sex scenes, which only show mixed "races" (or: species?) action, I suddenly got the thought that that might just be a cunning measure of the women to prevent conception. Which rose the question wether the "races" in Divinity can have offsprings together. As my distant memory from DOS 2 abandons me, question, are there "half-xxxx" "races" or similar in the Divinity universe, like f.e. in DnD?
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Re: Larger font mod
tag
6 hours ago
I recently got this game on steam, and was looking for a fix for the small text.
This one works, but the text or dialogue box does not show all lines of text or choices, as in
1. 2. 3. 4. 5.
instead I get
1. and maybe 2.
choices which works sort of as the choice's are used they disappear and the next choice as in 3. 4, 5 and so on come into view, and is then available for selection.
having just started the game I don't know how this might impact area's where you truly need to be very selective of your choice.
I hope all that made sense, and I know this is and old post but the fix is still very relevant to this game and the playing of it.
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Re: Xbox One X Multiplayer
SMSKhyron
12 hours ago
My friends and I are having the same issue with the timeout trying to join the game. There are 4 of us, all Xbox Series X and were in Arx before the big December patch, now still in Arx no one can join the game, it always times out. We've tried every trick people have shared and they always still get the timeout when trying to join. We've put in way too much time to start over, but some of them haven't finished the game before and would like to see the ending. Hoping Larian fixes this
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Re: Xbox Series X “Timeout” and frame drops
SMSKhyron
12 hours ago
My friends and I are having the same issue with the timeout trying to join the game. There are 4 of us, all Xbox Series X and were in Arx before the big December patch, now still in Arx no one can join the game, it always times out. We've tried every trick people have shared and they always still get the timeout when trying to join. We've put in way too much time to start over, but some of them haven't finished the game before and would like to see the ending. Hoping Larian fixes this
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Re: Well, that's interesting. <-- No exclamation point
Taril
Yesterday at 06:59 PM
(You know, as eyeballs of the Absolute, doing stuff in front of them seems of little consequence. Call a few nearby randos to a fight? BD. At some point, you'd expect it to dispatch a platoon to getcha!) When you first encounter one, it's implied by several companions that someone far away is using them to see what's happening. Suggesting Ketheric or Gortash are the ones using them, either personally or having some mook(s) watch for things. They really should have more of a consequence than being basically just a crappier version of a random goblin and a drum... At the very least, higher level Absolutists should react if you made a scene in front of one. If not, just make it some random person who's acting as a sentry rather than some strange magical eye thing... Floating over water, bad! Floating over lava, A-Ok! It's all to do with kill planes. Unpathable areas are made of kill planes that will instantly kill entities that pass through them. (It's also why it's annoying as sin to try and actually throw a target into these areas because it will constantly be seen as an invalid location) The lava near the duergar is pathable (As it seems to be an intended mechanic that you can get pushed in and then have a chance to jump back out) so doesn't instantly kill the eyes. The exception is the little area that looks like a large crucible (Next to the large anvil and that dwarf lass with a crossbow who goes invisible), you can toss the eye down there and it dies (And sometimes isn't considered an act of aggression because it's too far away to be seen) For the most part, these unpathable areas make a lot of sense. Such as deep chasms, edges of cliffs or raging rivers. But in some cases it can be a bit weird, such as the water being an insta-kill zone when it's just a calm lake. One of the strangest ones, is that little bridge next to Minthara in the Goblin Camp. From appearances it's supposed to be some sort of deep chasm... But if you toss a goblin in there their body just sits there a couple of feet down. (Though the entire goblin camp has issues with its chasms... The large chasm near Priestess Gut's room that the goblin in the cage is hanging over is also strange as you can still see goblins thrown in there because it's not particularly deep it's just coloured black to look that way)
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Re: What's with all the blood?
Shadowbart
Yesterday at 06:21 PM
There's never usually any implied washing after sleeping. You just become clean after long resting. Well, I know that as a mechanic!  But the RP implies you took a bath. How else did you get clean? They even give you sponges and soap bars you can wash the blood off after a fight! You eat, you bathe, you visit the bushes, you have a sleep, do it with Lae'zel or Shadowheart, it's all good man!
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Re: Game crash while trying to load any save from act 3 (PS5)
vyacheslove
Yesterday at 04:40 PM
Hi, I had exactly the same problem and I also wrote to support via email, this is what they answered me: "Hi, Thank you for the confirmation. Please note that this matter is a known issue for the team and may be included in a future hotfix. Unfortunately due to the volume of support tickets, we are unable to send back individual save files. Once the cause of the issue is found, a fix will be applied in a future update. Minnie" Without waiting for the fix, I started re-saving and almost reached my previous progress, adjusted the game difficulty to my own settings and enabled the option of multiple saves for safety.
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DIVINITY - Seggestions from long time player
Juzan
Yesterday at 04:09 PM
Dear Larian Studios, I’d like to share a few suggestions for Divinity, based on my experience with Divinity: Original Sin 2 and Baldur’s Gate 3. I’ve also played Baldur’s Gate 1 and Baldur’s Gate 2, along with their expansions.
Things I would like to see changed in Divinity
1. Itemization In Divinity: Original Sin 2, itemization feels outdated. At almost every level, all gear needs to be replaced, and very often the best equipment comes from vendors rather than from drops (sets aside). Gear should still have levels, but the power progression should be smoother and less drastic from one level to the next. Ideally, randomized stats should cover a wider range—perhaps spanning 3+ levels—so that a high-quality item can remain useful for longer.
2. Level scaling The power gap between levels is very large. A level 2 party usually cannot challenge a level 4 enemy at all (with rare exceptions). I am not suggesting an ARPG-style system, but increasing the total number of levels (for example, beyond 20—perhaps even up to 100) could help smooth scaling and distribute power progression more evenly.
3. Quest system Between the logbook, diary, and quest journal, it can sometimes be difficult to track progress or understand what the next step should be. A clearer and more unified quest-tracking system would improve readability and player guidance.
4. Freedom and replayability Despite the apparent freedom, progression often feels linear—largely due to steep level scaling and tightly interconnected quests. Greater freedom through better-scaled encounters, as well as optional random encounters, procedurally generated quests, and autogenerated dungeons, could significantly increase replayability.
5. NPC relationships Having a visible relationship or approval rating would help players better understand how aligned they are with companions and NPCs in general (similar to the system used in Baldur’s Gate 3). Romance options should be broader and more deeply explored, but also dynamic and breakable—allowing players to change their minds and pursue different relationships over the course of the journey.
6. Puzzles and logical challenges I hope you will reintroduce puzzles and logical challenges into the game. Having them appear in random locations across the map could significantly increase replayability and encourage exploration.
7. “Minecraft-like” world exploration I’m not sure how best to implement this, but it would be great to allow players to explore the world more freely, independently of the main quest, and to discover meaningful and unexpected surprises scattered throughout the map.
8. Inventory management With so many items available, it can sometimes be difficult to organize the inventory or quickly find what you’re looking for. Introducing special containers found during the adventure—such as a key ring for all keys, a scroll case for scrolls, an herb pouch, and similar item-specific storage—would greatly improve usability and reduce clutter.
9. Runes system The rune system in Divinity: Original Sin 2 was solid for its time, but it now feels quite basic. It could be expanded beyond simple percentage-based damage bonuses. For example, runes could embed spells or abilities, grant powerful effects with limited uses (e.g., five activations), or otherwise introduce more meaningful and interesting gameplay choices.
As a talented studio, I’m sure you are already working on many great ideas, but sometimes suggestions from outside can help bring a different perspective. Best Juzan
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Need Help with Bilingual Dialogues Mod
RedAngellion
Yesterday at 02:51 PM
Hello! I'm trying to use the "Bilingual Dialogues with Companion Approval Reaction Hints" mod ( https://www.nexusmods.com/baldursgate3/mods/2582?tab=description) and cannot get it to work no matter what I try. I'm on the Steam version and have no other mods, totally vanilla. My game language is set to English, and my goal with the mod is to have both English and Chinese subtitles. Contrary to what the mod's installation instructions seem to indicate, I do not have an "English" folder in "E:\Steam\steamapps\common\Baldurs Gate 3\Data\Localization"; the directory simply ends there, and the "Localization" folder contains five files: English.pak English_Animations.pak language.lsx Voice.pak VoiceMeta.pak Since I don't an "English" folder, I've tried the following: - Replacing the .pak file that came with the mod to "English.pak" and replacing the existing "English.pak" file (found in the "Localization" folder) with the mod file. - Creating an "English" folder within the "Localization" folder and placing the renamed mod file there (while also renaming the original "English.pak" file) Neither of these actions results in any observable change to the game. In fact, I even tried restoring everything to vanilla, then renaming the original "English.pak" file; I expected this would generate an error or break the game. However, there still was no noticeable effect on the game. This leads me to believe that the game is simply not even looking at the "English.pak" file. Does anyone have any advice or solutions? Thank you!
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Feedback on the Finale: The Missed Potential of a True Triumvirate Ending
Bethel1304
04/02/26 08:05 PM
Dear Larian Team,
First, thank you for Baldur's Gate 3. As my first game in this genre, it was an incredible experience. The depth of classes, items, choices, and especially the companions (Minthara and Shadowheart were masterfully written) kept me engaged until the very end.
However, the finale left me disappointed due to a narrative dissonance between the core gameplay loop and the final choice.
My entire playthrough was built around trust and loyalty. I carefully cultivated relationships with my companions, ultimately choosing to journey only with Minthara and Shadowheart. By the end, our approval was maxed out. We shared a unified goal: to dominate the Netherbrain. I even eliminated other companions to ensure only my most trusted allies remained, envisioning a new Triumvirate to replace the dead Chosen Three (Orin, Gortash, Kethric). I held all three Netherstones and fully expected a mechanic to distribute them among my loyal allies for a collective ritual of domination.
Yet, the game forced me to make the ultimate choice alone. This contradicts the fundamental logic of a game where party-building and trust are central. The entire journey teaches us that companions are not just combat units, but wills of their own. It would have been narratively satisfying if these forged bonds materialized in a shared, climactic decision, rather than being discarded at the most critical moment.
I would love to see, in future projects, endings where trusted allies can truly share in the culmination of power or salvation. For example, a unique Triumvirate dialogue option could unlock when the player holds all Netherstones, has maximum approval with two specific companions, and has chosen the path of domination.
In my ending, I became the Emperor, Minthara stood as my equal, but Shadowheart was kneeling beside me like any other subject. It wasn't the culmination our shared journey deserved.
Thank you for your time and for creating a world that inspires such deep investment. I hope this feedback is helpful for your future, already-legendary work.
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