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Divinity - Original Sin - Enhanced Edition Jump to new posts
Missing Profiles on macOS – The "One-Profile-Behind" UI Bug ukaphy 1 hour ago
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
Code
~/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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General Discussion Jump to new posts
Re: [PETITION] Bring back Lizards/Elves with exotic bodies ⚠️ neprostoman 1 hour ago
A new Divinity game is a great opportunity to consolidate lore, I hope they do it in a creative manner rather then print humans with ears and short humans with beards and green humans with teeny tiny tusks. But I guess the generic human Tav meme is not a meme after all and public wants their human male protagonists. I feel this is the same type of public who consume soulslikes on a daily basis and never get tired of it.
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Divinity - Original Sin 2 - Bugs & Technical Problems Jump to new posts
Can't launch the EoCapp EXE Stenlund 2 hours ago
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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Divinity 2 - Ego Draconis Jump to new posts
Re: Need help to understand content of .xml asset files Drakosha 8 hours ago
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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Baldur's Gate III - Technical & Gameplay Problems Jump to new posts
Re: Bug – Counselor Florrick stuck at Waukeen’s Rest (Act 1, Patch 8) Jokaidai 11 hours ago
sadly i tried all of the above i even reloaded a save before going close to the inn made a long rest to reload all the zone that even advanced the quest of wyll but same result ... i don't now what to do anymore ... do you guys think reinstaling the game could help ? i already checked game file integrety twice
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Baldur's Gate III - Story & Character Discussion Jump to new posts
Re: Daisy, the Absolute, and the Emperor [SPOILERS] TP Rope 14 hours ago
"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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Baldur's Gate III - Story & Character Discussion Jump to new posts
Re: Is something supposed to hit me on the head in the room with the hole in the ceiling? Taril 14 hours ago
It's a bug.

The whole room is a little buggy.

For example, as you can enter it by going into the hole from the surface, you can take fall damage if you jump into the hole rather than path to climb down.

Also, after going down the hole, there's a chance that one of your party members (Usually Lae'zel for me) is stuck in the air and cannot move, they have to manually jump down from floating in the air before they can then traverse the room normally. (Which is slightly to the side towards one of the cabinets. I'd posit this is most likely the cause for your mysterious fall damage if your character is considered falling from touching this random invisible floor)

I've also had a couple of times where going down the hole randomly has my character downed as if they were killed by fall damage, even though going down the hole is supposed to be safe. (This is seemingly tied to being in combat if for example you talk the people outside away, then talk your way in the front door, then go back outside and drop the stone and go down the hole - The people outside the room will run in to investigate the sound and start combat with you)

As a side note: Items falling on a character do Crushing damage not Falling Damage. You can see this when you throw larger items (Such as the Returning Pike) and enemies take a small amount of Crushing damage in addition to the thrown damage, or when you encounter the bug with returning weapons where they can crush your character because the game's physics are written with spaghetti code.
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Divinity - Original Sin - Technical Issues Jump to new posts
Re: Error code at ALL autosaves tadcalabash Yesterday at 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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Baldur's Gate III - Suggestions & Feedback Jump to new posts
Feature Suggestion: Official “Export Your Tav” 3D Print STL (Free + Cosmetic Tiers) lazarmalezanov Yesterday at 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 smile
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General Discussion Jump to new posts
Re: What type of itemization/progression we'll get this time? dwig Yesterday at 07:48 PM
Originally Posted by Tuco
Might & Magic X Legacy had something like this and it worked fairly well.

The game had a baseline of randomize loot ranked in more or less 5-6 tiers of quality (can't remember exactly) and then every now and then you could loot golden pieces of equipment called "Relics" which had the interesting characteristic of starting as basic items in power (they were at the level of a good early game magic item and nothing more) and then rank up in level for three more times. At level 2 they were decidedly better, at level 3 very strong and at level 4 they became basically "best in class" in their respective category of weapon/armor.

Of course as a result by the end game they were basically the only items that really mattered for your party and every non-relic item was just a placeholder/vendor trash waiting to be replaced.

If I recall correctly, there weren't enough relics to fill every slot on every character, so the other drops still maintained some relevance.

Pillars of Eternity: Deadfire had a worthwhile system as well. Early drops would be "fine" (roughly equivalent to +1 in D&D) but if they had enchantments that you like you could upgrade and keep them relevant to the end game.

I think that keeping a limited number of tiers is the key here. Three or four levels is probably enough.
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Divinity - Original Sin 2 - Bugs & Technical Problems Jump to new posts
Switch 2 sound problem on bluetooth headphones DivineBard Yesterday at 04:16 PM
I'm playing with Bluetooth headphones connected to Switch 2 and the game audio cuts out or behaves strangely. Other games with wireless headphones work normally without any issues. What is the problem?
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Baldur's Gate III - Build Discussion Jump to new posts
Re: Best none GWM fighter build for Lae'zel Taril Yesterday at 03:16 PM
Technically, the most powerful would be Eldritch Knight Thrower build.

But if that's not your style, you can do some dual wield builds. I'm quite fond of Champion Crit builds (Where you utilize items like Knife of the Undermountain King and some Act 2 Justiciar items to stack crit on top of Champions innate +1 crit). But you can also do more regular Battlemaster or EK builds.

If you want, you can still go SnB build for that extra AC (Without losing much damage as you get more from going 11 Fighter for the extra attack than dipping Thief for Fast Hands due to how Extra Attack works better with Action Surge and Haste so dual wield as a Fighter mostly just gets you 1 single off-hand attack - With the main exception being weapons with bonus effects which can add some extra damage). Both Battlemaster and Eldritch Knight offer some nice extras to spice up gameplay while being a more tanky frontliner.

At the end of the day, it's up to you really. Both DW and SnB are fine and about equal powerwise, DW simply offers a little bit more damage through using bonus action for an off-hand attack while SnB gets a bit of extra AC.
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General Discussion Jump to new posts
Re: Apparel and Appearance Ixal Yesterday at 02:15 PM
Please no high fantasy. Give me actually functional and realistic armor and clothes, KCD style.
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Divinity Original Sin - Help/Tips/Tricks Jump to new posts
Re: Ivra walkthrough PDF CommenTerry Yesterday at 08:57 AM
Thank you!
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Baldur's Gate III - Modding Jump to new posts
Mod release - a full, natural Tav revoice pack Quinch Yesterday at 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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General Discussion Jump to new posts
Re: Companions WizardPus Yesterday at 03:41 AM
Originally Posted by Taril
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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General Discussion Jump to new posts
Re: Begging for GM Mode WizardPus Yesterday at 03:17 AM
Originally Posted by Epimetus
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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General Discussion Jump to new posts
Re: Wishlist for Divinity WizardPus Yesterday at 03:13 AM
Originally Posted by MarcoNeves
I may be in the minority but I really want a voiced playable character. Especially if it's Dark Urge type that has a pre-established storyline. My favorite run in BG3 was as Durge (resist temptation), and I really missed having him fully voiced by Neil Roberts (he was soooo good with the limited lines he was given).


This would be nice, and if still open so there is not one primary avatar. They would have to have the voice for all origin characters + a few different voices for custom characters of any sex/race. It would really add to the game for sure.
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General Discussion Jump to new posts
Re: So ARPG or Isometric turn based? dwig Yesterday at 02:16 AM
I replaying the original Baldur's gate trilogy right now. Although I love these games, its implementation of real time with pause was truly ass. I think I rate the toilet chain more highly, and I also hate the toilet chain. I am happy to hear that the new game will be turn based.

That said, I'd play a well made action rpg too.
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Divinity - Original Sin 2 - Bugs & Technical Problems Jump to new posts
Re: Hammered Achievement/Trophy bug K Shock 29/12/25 09:29 PM
It's all hidden achievements. You can get the nonhidden just fine (like getting to Reapers Coast) but you get one of 2 hidden achievements between defeating the act 1 final boss and arriving in Act 2 and neither will pop now. Worked fine before the series upgrade but doesn't work post update.

Also broke teleport and put a hard limit on stats that wasn't there prior. (If you'd used a ring to get strength required for items you can't use that to equip strength gear anymore)
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Baldur's Gate III - Modding Jump to new posts
Re: Mod request - College of Moon (2024) Lotus Noctus 29/12/25 09:21 PM
Sure, but since it's a BG 3 Mod that provides "Backgrounds" from Forgotten Realms: Heroes of Faerûn & Backgrounds from The Crooked Moon. How are these implemented to interact with the Inspiration Goals feature, or does it not interact at all?
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Baldur's Gate III - Technical & Gameplay Problems Jump to new posts
Re: Throwing weapons causing crushing damage to thrower Bophades 29/12/25 09:07 PM
Another instance I've just captured, this time the crushing damage also affected Lae'zel as she was standing next to Karlach.

[Linked Image from i.postimg.cc]
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General Discussion Jump to new posts
Re: the gore/smut Topper 28/12/25 02:14 PM
We need SOME games that are aimed only at an adult audience and I'm really glad to see Larian push that and its boundries again. If you develop something for a mixed audiance, you get Disney or close. Lets see what they come with.
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Baldur's Gate III - Technical & Gameplay Problems Jump to new posts
Frequent Freezes on Mac - Solved! toowat 28/12/25 06:21 AM
Okay, after two days I have fixed my game, and hopefully yours too; my game had been constantly freezing (rainbow spinner) after every 3rd or so cutscene, just like you who has this issue. It seemed like there was no solution, but after trying everything, I think I have narrowed it down. To start, here is what I had done up until I fixed it: Verified Integrity of game files in Steam, turned V-Sync on in-game, changed Refresh Rate to 60hz in System Settings and capped frame rate in-game to 60fps, turned graphics settings down to a playable setting in-game, deleted all overwrite saves and am only creating new saves (with a limit of 10 or so at a time; just create a new save and keep going from there), turned off Steam Cloud Sync, and finally, deleted 3rd party apps that I figured were affecting this issue.

What I think solved this issue is the final step, which was deleting an app called Little Snitch (blocks apps from sending data through the internet). If you have this app or anything similar, just delete it until you finish this game lol. This paired with changing my in-game frame rate cap from 30 to 60fps is what fixed my game. I did both of these steps at the same time, so I am unsure which one broke the curse, but I'm pretty sure it was deleting Little Snitch.

With this being said, please check your computer using Activity Monitor (built-in application) to see what apps are running that you think may cause a problem with this game. Also, it won't hurt to complete the prior steps in order to follow my lead exactly. I honestly don't know if what I did before deleting Little Snitch helped, but it is definitely worth sorting beforehand.

All in all, if you have any apps running that will affect any and all other apps on your computer's ability to send information in any way, deactivate it. It might solve your problems.
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Baldur's Gate III - Technical & Gameplay Problems Jump to new posts
Re: Frequent Freezes on Mac – Game Becomes Unplayable in Act 3 toowat 28/12/25 03:06 AM
having this issue as well.. posted on the forum yesterday but i am not hopeful since it seems this has been an ongoing issue for almost a year lol. this sucks.
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