Re: What races are planned for Divinity and party size? Expecting more or less?
Taril
4 hours ago
The playable races should depend on the story. Some races may not make sense then. I don't know how an Imp would fit into it for example. Theoretically, there's always the potential to use Origins as a way to enable some different races. It would take a lot of work, basically making a new storyline for each race (At least initially, there might be a converging mid-point where all storylines merge). But you could technically, create Origin characters that are customizable, but locked to a specific race. Thus they can enter the story in a way that makes sense. Having like a unique Prologue and Act 1 that sets them up. Not too unlike Dragon Age: Origins prologues, which were unique based on race (Dwarves had their own pair of prologues) and class (Mages had their own prologue) The more work put into such Origins and thus how much they diverge from the Blank Slate start will determine how unique the race will feel in the story. Of course, the caveat is that you might upset Blank Slate enjoyers that want to play a certain race and headcanon something completely antithetical to the actual story, universe and overall lore... But honestly, having a unique Origin story for many (If not all) races would be ideal, in order to provide more depth to characters. But I'm apparently strange in my like of characters that have ties to the world given Larian's constant use of the Blankest of Blank Slates for their games (With even their "Origin" characters going through the most generic possible starts because they all need to end up in your party 0.2 femtoseconds after the game begins)
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Re: Is something supposed to hit me on the head in the room with the hole in the ceiling?
Taril
5 hours ago
EverQuest had a falling damage mechanic that was tied to how long you fell. In normal circumstances, the distance you fell (and hence the speed) was proportional to how long you fell, so the math worked out.
But sometimes the game would hiccup, and you'd be "falling" from a very short height, for a long time. Whenever this happened, I learned to sigh and wait for my fate. Technically, the suspended falling death thing is an actually intended mechanic that many games put in to prevent softlocks. I.e. If your character gets stuck (For whatever reason) and cannot land on the ground, there will be a built in insta-kill that kicks in after a period of time to allow you to die and thus reset your position. Meaning the bug is getting stuck in the air, rather than the "Fall damage" from a small height which is intended to help you not get permanently stuck. Fun Fact: In Elden Ring, this feature also exists for enemies too. There is in fact a cheese for one particular boss (The dragon Greyll) where you get him to jump onto a tree and get stuck in a falling animation, then this mechanic kicks in and insta-kills him. I have absolutely no idea why they added this mechanic to enemies. Given that they have the ability to reset boss to their initial position (Which is used both when the boss runs too far away from their starting position as well as when you rest at a Site of Grace) which would be the more logical course of action when stuck... But whatever I guess lmao.
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Re: Wishlist for Divinity
geala
5 hours ago
I would like - a "relaxed" item progression - no shields system hindering mixed magical/physical groups - a twisted and complicated story with some turns and surprises and grey elements - a deep visual character creator (I liked it in BG3, face types instead of sliders are fine; but more face options and also body sizes like "lean, normal, muscular, fat" would be nice, although personally I got exactly the faces I like) - several distinctive areas with diversity in them - many companions, some sexy, some complicated, maybe not necessarily all with the same deep story - diverse armor and clothes, from practical to skimpy/sexy - a similar combat system to DOS 2, but with lesser emphasis on surfaces (will not happen of course ...) - a decent amount of sex and connected stuff, as long as it fits into the story - some random combat elements, connected to traveling maybe - some gore elements beyond the overdone blood splatters of BG3 (as option, f.e. cutting heads or disemboweling) - a transmog system for items
I would also prefer a voiced main character, however that may cause a lot of/too many recources bound to it?
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Re: What type of itemization/progression we'll get this time?
geala
6 hours ago
The insane item progression in DOS 2 (did not play DOS), alongside the magical/physical shields system, was my biggest gripe in that game. Insofar I hope for a more relaxed system with much a slower increase in stats. Random or handplaced I'm not that decided, both systems have advantages and disadvantages, I'm tending a bit more to handplaced.
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Re: Adult Sexual Content Proposal: Deep Erotic Mechanics & Separate DLC for Divinity
geala
6 hours ago
As much as I like the sexual elements in the trailer or the erotic connotations and interactions in BG3, a sex system without a connection with the story seems too much for me. The game shouldn't be a pure porno, let it to modders to make such things possible. The sex shown in the trailer which takes place at both sides of the three big figures and which is mostly interracial seems to have a purpose for the ritual. Maybe to show the missing gods that the races are in accordance, or to use sexual energy, as in some magical systems? Such stuff should be in the game if connected to the story.
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Re: Apparel and Appearance
geala
6 hours ago
As much as I like BG3, I wouldn't enjoy it that much without the most important mod of all, Transmog Enhanced. It would be great if a transmogrify feature would be vanilla in Divinity. Realistical sheaths and the option of visible shields would be nice too.
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Stuck loading vulkan shaders on linux
yhal
17 hours ago
Has anyone managed to make BG3 run on a linux laptop with intel graphics (Meteor Lake-P)? Mine is stuck at "Generating Shader Cache 62%" for hours - if I leave it running overnight it will crash. I tried: - Deleting shader cache directory in steam. It will restart from scratch but always hangs at 62%
- Using latest mesa
- Using XE drivers instead of i915
- Switching between different Proton and native versions in steam
- Disabling shader cache download in steam options
Nothing makes a difference. If I switch to DX11, it works but is quite laggy and the sound stops soon after loading the main menu.
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Re: Mechanics are the most important part to get right.
Taril
18 hours ago
One of the succeses of the refined D&D class system is that many distinct mechanics and spells are good, so players can choose what is fun and not google "best build" Though one of its biggest issues is that there's quite a lot of not as good stuff. Then you add on limitations to such things to promote "Different pathways" that just further pushes people towards good stuff. In fact, it's a sentiment that's been brought up a number of times on these forums. Especially in relation to party size. Whereby things like spell selection pushes them towards the few good spells and there's not enough freedom to pick up or use more niche spells that might be fun. I.e. Why would a Sorcerer who only gets 3 level 3 spell slots pick things like Daylight, Gaseous Form or Hypnotic Pattern when things like Fireball, Counterspell, Lightning Bolt and Haste exist? This also ends up being true for classes and subclasses. Many people dunk on Rogue outside of Thief multiclass just for Fast Hands. Why would anyone play a Monk that isn't Open Hand? Why ever play Ranger when Paladin and Fighter (And Sword Bard) exist? This isn't unique to BG3 either. Thoughout all editions of D&D there's been a constant struggle with class balance, especially in regards to classes like Rogue and Ranger and the absolute stack that is Fighter and their excess of bonuses (Where at times Fighters even pushed out casters because why play a caster and have to suffer through dogwater early game when even your peak is eclipsed by the Fighter swinging his Greatsword 20 times a turn infinite times per day?) and of course scenarios when magic is just utterly bonkers and a single high level caster just wins every encounter alone. Balance disparities between classes can be a major issue. Both leading to "Obvious Best Builds" but also leading to the easy way out... The dreaded "Homogenization" band-aid. Where classes lose their uniqueness (Thus players their build choice) so they all have the same base kit and thus function around the same power. The most clear example of this would be the Dragon Age series. Dragon Age: Origins had diverse builds and party compositions that really mattered... Though the result was that Mages are OP. By far. Not only have way more options than Rogue or Warrior but vastly more power to boot. Fastforward to Dragon Age: Wokeguard and classes don't matter, the only difference is what gimmick your ranged attack uses (With a side of resource generation disparity) and party composition doesn't matter because everyone does the same thing regadless of class. Everything is homogenized into pure nothingburgers. A skill system that is too open can remove variability and diversity which makes campaigns feel repetitive and boring. So the class design needs to have some way of keeping characters distinct and allowing many different pathways to be effective. At the end of the day it's all about providing many options, but having sufficient limitations. The more options you have, the more diversity you can have. While the limitations keeps things in check so you can't eat your cake and have it too. This is the difference between "Good systems" and "Bad systems". A bad system won't have enough options or limitations so builds all end up very samey, either due to lack of choice (Not enough options) or a lack of restriction (Not enough limitation). It's here that the aspects of "Class" system present itself. A "Class" system inherently has limitations through you only accessing what a class is pre-prepared to obtain. The cost is the lack of options, which can be mitigated by making a LOT of classes and/or having multiclass functionality, but still persists. It's also where the ability for a "Classless" system to fail is shown. With no inherent limitations, these instead need to be specifically designed and implemented to make it succeed, else it becomes "Master-of-all-trades". But of course the benefit of proper design is unparalleled options.
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Request: A Linux MegaThread
radelahunt
Yesterday at 09:17 PM
Could we please get a Linux megathread for tips and tricks to get it working via Steam in Linux (and/or Steam OS)?
So far I've noticed that on OpenSUSE LEAP 15.6, my ability to play it comes and goes with kernel/nVidia updates. I figured perhaps putting out a MegaThread for people to post within could help consolidate this topic.
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Re: Best none GWM fighter build for Lae'zel
Taril
Yesterday at 09:04 PM
Is trowing penalized when someone is in melee range of you like archery ? Yes, if you are engaged then you get disadvantage on throwing just as if you were using a bow (Or non-touch range spell) Of course, as a Throwing build prioritizes Strength, you are very much capable of Shoving an enemy that is engaged with you away allowing you to then throw without disadvantage. Not to mention... You can still actually melee with a throwing build. Like, you are very much able to throw at the start of the fight, then when enemies start to get close run in to melee and start meleeing and absorbing damage. You're not necessarily bad at melee, it's just it won't be anywhere near as strong as your thrown attacks (Which are ridiculously strong thanks to Tavern Brawler feat)
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Xbox series x memory leak? and crashes
DarkWolf500
Yesterday at 07:50 PM
As I have been playing, I've noticed that after running the game for some time (maybe an hour or so), I start to experience large performance drops that eventually make the game unplayable. The performance issues are only fixed once I restart the game; it reminds me of some kind of memory leak issue, but I don't know. I've also experienced some crashes, usually right after I complete a quest or fight, and there's a lag spike while I quick-save the game. The save goes through, but the game crashes.
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Missing Profiles on macOS – The "One-Profile-Behind" UI Bug
ukaphy
Yesterday at 12:58 PM
Hi everyone, If you are playing Divinity: Original Sin Enhanced Edition on macOS and your newly created profile does not show up in the menu, it is likely NOT a permission or iCloud issue. It is a specific UI refresh bug where the menu always lags one entry behind. The Discovery: The game successfully creates the profile folders in your local directory, but the UI fails to display the most recently created profile. It only refreshes the list when a new profile creation is triggered. The Fix:- Open the game and create your desired profile (e.g., "MainPlayer"). It will not show up yet.
- Immediately create a second, dummy profile (e.g., "RefreshDummy").
- As soon as the second profile is created, the list updates and your first profile ("MainPlayer") will finally appear and is fully playable.
Optional Cleanup: If you want to keep your folders clean, you can go to ~/Documents/Larian Studios/Divinity Original Sin Enhanced Edition/PlayerProfiles and delete the "RefreshDummy" folder. The game will keep your "MainPlayer" visible in the menu for the rest of your session. Summary: The UI always hides the latest entry. To see your actual profile, just "push" it into the list by creating a second one right after it.
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Can't launch the EoCapp EXE
Stenlund
Yesterday at 11:59 AM
I have this problem where I can't launch the game through the EoCapp EXE file. I can launch the game just fine through the conventional Larian client. But when I try to launch the game through the EoCapp file, the screen goes black as if to launch, and then it automatically closes down. So far, I have tried to verify the game files, run as administrator and let it pass through the firewall. None of these efforts have been successful. Not sure if it's relevant but I got the game from GOG
Anyway, would be grateful for any help
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Re: Need help to understand content of .xml asset files
Drakosha
Yesterday at 05:51 AM
Ok, so I managed to figure it out by disassembling the game code.
Structure of block is: u32 - total amount of nodes u32 - total amount of properties on all nodes u32 - total size of string table u8 * total size of string table - string table itself, act as a queue; where you see string, asume that string should be popped from this queue
next follow nodes. Node layout is: u8 - node flags u32 - node id (some random number, it's fine to have absurd big number here) if have name: string - node name if have properties: u8/u32 - property count next follow properties. Property layout is: u32 - property type (not data type actually, assume it as property name; on different nodes, properties that form similar groups with seemingly similar purpose have same types) string - property value if have children: u8/u32 - children count ... - end of block, following bytes define children nodes; when child node have it's own children, it should write them before we move to the next node on same depth
Node flags are: 0x01 - does node have name 0x02 - does node have properties 0x04 - does node have children 0x08 - do property/children counts take 1 byte or 4 (raised flag means 1 byte, i.e. compact number, 4 byte otherwise)
I hope that will help someone doing codding stuff for that game <3
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Re: Daisy, the Absolute, and the Emperor [SPOILERS]
TP Rope
Yesterday at 12:23 AM
"Seductive" Daisy was already a rejected version when it was released the first day of the Early Access.
The Emperor existed from the get-go. > BALDUR'S GATE 3 DEVELOPERS EXPLAIN ITS CONTROVERSIAL ENDINGS, BELOVED CHARACTERS, AND MAKING THE BEST RPG OF 2023 - IGN
Get-go? Likely ~07/09/2017 - First BG3's story drafted by then > Eurogamer | Larian on signing Baldur's Gate 3, approaching a new era, and games you've never heard about
05/03/2020: While commenting on the BG3 cinematic released in February 2020, Larian's Lead Writer Adam Smith speaks directly to the game’s plot logic, outlining the Emperor’s narrative role without naming the character. > Baldur's Gate 3 writer takes us behind the scenes of legendary RPG sequel
Voice actors: Ethan Reid is brought for the tone "trustworthy, very grounded with a kind authority". Both actors recorded two versions of Daisy: the seductive persona used in EA, and the protective version ultimately delivered for release. > Unofficial PlayStation Magazine | Interview w/ Ethan V Reid: The Voice behind Baldur's Gate 3's Dream Guardian
-> The 3 Daisy dreams got released day one of the EA but never got reworked (?)
Game files (EA and release) and the Artbook: “Daisy” is an internal label, a place holder name used to designate the dream interlocutor who appears to the infected characters during long rests. In EA, interlocutor names didn't accompany dialogue lines displayed on screen; it's only since the late Patch #9 Daisy finally revealed as "Dream Visitor".
The Emperor was concealed. It was referred to as ‘the Companion’ during casting while a voice actor was being sought. > EXCLUSIVE INTERVIEW: SCOTT JOSEPH TALKS BLOWING MINDS AS THE EMPEROR (AND MORE!) IN ‘BALDUR'S GATE 3' - NERDS AND BEYOND (+ Some other twists were not in the Artbook despite the spoiler trigger, as for the Dark Urge. > Eurogamer: The making of the Dark Urge in Baldur's Gate 3)
The "Dream Visitor" is already present in D&D lore, referring to "the Adversary", a former human who survived ceremorphosis, became a renegade illithid, and intruded into the dreams of chosen individuals to recruit them against mind flayer schemes. > A Darkness Gathering
Down by the River was created as the main theme, not specifically for Daisy. > Godisageek | Interview with Baldur's Gate 3 composer, Borislav Slavov
Daisy was not the tadpole. The EA companions assume that Daisy is a manifestation of their tadpole since no alternative explanation is provided to them at that stage. But in both lore and BG3 (EA and Release), the tadpole is unable to articulate complex thoughts. > Lords of Madness: The Book of Aberrations
All iterations of the Dream Visitor/Daisy share the same core function, only the tone of the dreams shifted. > Parsed Dialogues (EA #5) nexusmods.com/baldursgate3/mods/17671 > Parsed Dialogues (Release, from roksik-dnd) tumblr.com/roksik-dnd/725479264465666048/bg3-parsed-dialogue-03082023-google-drive
Everything tends to indicate that the Dream Visitors have always been the Emperor.
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Re: Error code at ALL autosaves
tadcalabash
30/12/25 08:50 PM
FYI, I had this same issue and finally figured out how to solve it. The problem is a conflict between the game and OneDrive backing up the Documents folder.
To fix I removed Documents as one of the backed up folders for OneDrive. Went to OneDrive Settings -> Sync and Backup -> Manage Backup, from there deselect the Documents folder. It'll ask you if you want to confirm, so say "Stop backup and choose where to keep files", then select "Only on my PC". It might orphan some files on the OneDrive cloud storage, but you can manually download those or delete them as needed.
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Feature Suggestion: Official “Export Your Tav” 3D Print STL (Free + Cosmetic Tiers)
lazarmalezanov
30/12/25 08:23 PM
Hi Larian team and community! I’d love to suggest an official, built-in way to export your Tav/Durge as a 3D-printable file (for example STL), ideally from within the game or via the BG3 Toolkit. The general idea is a guided export that generates a model of your character. There might be an optional base (or no base). Choice of pose (even just a small set of 5–10 “hero poses” would be amazing). The output might be an STL file. I am no expert but here is a way to monetize it: 1 - Free tier Export Tav with common items (common armor/clothes, basic weapons, etc.) Mod items export enabled (so modders and the community can still do their thing) Optional base / no base A couple of neutral poses 2 - Paid Tier 1 (Uncommon) Uncommon gear appearances unlocked for export More pose options / facial expression presets 3 - Paid Tier 2 (Rare) Rare gear appearances A few themed bases (e.g., camp, Underdark, city cobblestones) 4 - Paid Tier 3 (Very Rare) Very rare gear appearances Extra polish features like: “Mini mode” (thicker details optimized for 28–32mm printing) “Statue mode” (high-detail, larger scale) Optional split into parts for easier printing/painting (head, arms, weapon, cape) This would be awesome as a trophy for finishing the game (having your Tav on your shelf). Not to mention what a huge win for the D&D/tabletop community: people could bring their Tav as a mini, or paint a display bust. Having such a feature would keep things official and safe. Thanks for reading
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Mod release - a full, natural Tav revoice pack
Quinch
30/12/25 04:53 AM
The showcase thread linked in the welcome thread 404s so... hopefully this is okay. Hello folks! I'd like to... well, let's not mince words, shill all the nine hells and a few more to spare out of a revoice mod I made. It's a full revoice of Tav's Voice 1 pack, going for kind of a lower, smoother range than the vanilla ones. I've got the point-and-click lines, all the environmental stuff and even spell vocalizations replaced {as far as I can tell!} and I'd love to know what you folks would think. One version is uploaded to Nexus, but if you don't have or want a Nexus account, I also dumped a copy into cloud storage. So, if anyone wants to give it a spin, let me know what you think! Depending on how it's received, I might try my hand at a few variations later. *I'm still trying to figure out a way to identify grunts, efforts and other non-verbal files and unfortunately so far I'm drawing a blank. If anyone has ideas how to isolate them, I'd be very grateful
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Re: Companions
WizardPus
30/12/25 03:41 AM
I'm hoping we get a very diverse cast of companions.
If we do get to recruit more companions than are able to fit in our party, I hope they are handled better. Not just killing them off instantly like in DOS2 or having them sit in camp forever like in BG3. I'd want to see them have some autonomy, meaning that if they're not in the active party, they'll actually be out in the world trying to further their own goals, meaning you can stumble across them and help them out with their personal quests without having to bring them in your party (With also the potential for consequences for ignoring them, such as them making poor decisions, being injured or even killed because they went alone and you didn't aid them). I like the idea of giving them roles or jobs at your camp (or home base if you get one). For example they can be used to send off on side missions with different outcomes based on their capabilities. Creating/Crafting items, seeking merchants to join your camp, investigating POI that lead to future game play (or simply return with information/loot etc.) Lots of ideas around this where they add to the camp and party without joining you on missions and perhaps even discovering hidden missions otherwise not available.
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Re: Begging for GM Mode
WizardPus
30/12/25 03:17 AM
Never touched it and the vast majority of people who have played the game (and those who have an absurd amount of time in divinity's objectively, objectively lowest quality product) haven't touched it.
I honestly don't know what it is outside of just being an editor which you can test out?
Even on a game like BW I messed around with the editor and quit pretty quick, and that's way more important for a game like that.
If that's really it and it really takes as much effort as you say, I would vote "no" on larian making it a million times out of a million. GM Mode is used by table top game players that can fashion a game campaign, maps and handle combat etc. while using it in a D&D tabletop (VTT). Think of it like "fantasy grounds" but with full game mechanics, animation etc. Only people I think that really would use it are actual tabletop game / VTT players. Your average video gamer would not most likely for D&D or Pathfinder type games.
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