Re: Spoilers - How do you resolve the Nere situation?
geala
2 hours ago
Shouldn't overdramatise it however. The companions are reasonably well with avoiding bad surfaces or aoe, with the exception of Cloud of Daggers. The player should know this at level 6, when the Nere fight is on the table. BTW from the about 8 Nere fights I had, only in one the duergar of Brithvar turned hostile, for unknown reasons. In one fight I turned them and in one other the gnomes hostile by stupid use of aoe.
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Re: Frequent Freezes on Mac – Game Becomes Unplayable in Act 3
Xenonian
Yesterday at 11:52 PM
Problem is that it takes severeal hundred people to help beta test, bug fix and optimize game's of this complexity, maybe this is ignored or maybe it isn't I have no idea, but its largely going to slip under the radar when the creative talents have moved on to their new project.
Apoligizes in advance but I would largely assume its a bare skeleton crew probably all left to deal with Baldur's Gate 3 more likely.
P.S. Perhaps I am all wrong.
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Re: Owl bear cub glitch
ldo58
Yesterday at 09:13 PM
Do you have a save before entering the goblin camp ? At the camp you should do the chicken chase, and talk to him (have talk to animals), so you can invite him to your camp.
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Re: Game crash while trying to load any save from act 3 (PS5)
RikD
Yesterday at 02:43 PM
So they've actually acknoweldged it? Thats good to hear. I bought it in the last Steam sale, and I've started the game twice, and both characters have had the same issue around the end of Act 2 and the start of 3. The first character I activated Gales bomb after the brain appears to see what happened, went to reload the save and it crashed. So i never even got to Act 3 On the second character I actually left the PC on to play past the point I got stuck on the previous character. Got to Act 3 officially and now it crashes again. 60 hours in, still not seen Baldurs gate in game yet. Will have to wait for a patch because I'm not doing it a third time.
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Re: What races are planned for Divinity and party size? Expecting more or less?
Taril
06/02/26 07:32 PM
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? I cannot recall, nor find any information about mixed races. Besides Malady who's half-demon (And a total mommy  ) though it's not made clear if this is a result of relations, magic or possession (As we also see with Lohse). It certainly wouldn't make much sense for them to exist based on real life logic. Given that the 6 main races were created completely separately. While in real life mixed breeds only exist between very closely related species (And end up sterile meaning their population is always exceedingly low). As far as using inter-racial relations as a means of contraception... It could happen. Such a thing is never really explored too much. Though one could also assume magical contraceptives could exist, as well as Ye Olde contraceptives (I.e. Cloth condoms which were used back in history)
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Re: NPC assistance not found
Tav'ith'sava
06/02/26 02:43 PM
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: Trigger scenes problem in BG 3
Tav'ith'sava
06/02/26 02:33 PM
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
06/02/26 02:33 PM
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: Larger font mod
tag
06/02/26 08:06 AM
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
06/02/26 02:28 AM
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
06/02/26 02:27 AM
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
05/02/26 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
05/02/26 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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DIVINITY - Seggestions from long time player
Juzan
05/02/26 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
05/02/26 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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Mod Manager Updates Keep Getting Stuck
Strato Incendus
03/02/26 08:10 PM
Recently, updating mods through the mod manager often ends up stuck perpetually trying to download the updates. If only the mods are slightly larger, at least. At first I only experienced this with a less-popular mod and promptly reported it for potentially breaking the download. But right now I've experienced it yet again while trying to update the Mystic Class, which is quite a popular mod.
Has anyone else experienced this problem more frequently as of late?
Whenever this happens, I have to exit the game, delete my modsettings file, and unsubscribe from the mods on mod.io to prevent the download from automatically restarting. All of this because nobody bothered to include a simple "stop download" button in the mod manager? Or a progress bar to at least be able to tell whether the download is proceeding (albeit slowly), or genuinely stuck?
I can only hope this doesn't happen on one of the mods I'm already using, because if I need to delete them from my mod manager, it will break save files. At this point I've just been refusing to update anything.
(I quite enjoyed the "Brutal Difficulty" mod, for example, but the addition of Arcane Exertion and Exhaustion completely took the fun out of it. I want my enemies to be stronger if I want more of a challenge - not to artificially debilitate my player characters. What was worst about that particular mod was the fact that player characters already established in game would receive Arcane Exertion without the passive to toggle it off, so there was no longer a choice. Had to delete a save file because of it, or I would have been stuck forcefully playing with Arcane Exertion, i.e. only one spell per turn, for the rest of the game. What's the point of playing sorcerers or casting Haste, then?
Anyway, that's beside the point - at least "Brutal Difficulty" did update correctly. But these unwanted modifications to existing mods are yet another reason to avoid updating.)
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A replay or playback option in real time
Everybase
03/02/26 04:57 PM
Hello, forgive me if this has been proposed before. I am new here. I thought it would be really cool if the new Divinity game could have a replay mechanic. After the battle that has taken place in turn-based mode, it would have a real-time playback cutscene of every action performed. It could be enhanced cinematically or even comedically, should you blow up your own party member accidentally. These could be turned into clips and shared as well. I think it would really give the game a lot of replayability and experimental fights to get the most reactions on social media. Those doing role play would have a story to cut together at the end, and if they want to make it into their own special movie, making it extra special.
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Re: [Spoilers] Just beat Honour Mode on First Attempt — Things I’ve Learned
KiraMira
03/02/26 04:09 PM
Good job! Honour mode is so fun, but damn stressful. I have completed it once and the Cazador fight was the worst of all the fights for me. I was also a sorceress (Shadow magic) and cast twin haste on her and Gale, superjump on Minthara and rescue Astarion in first turn. Great start. Then it alllll went to shit when it was Astarions turn and I wanted to jump to another platform. It was a clear path, it indicated he would land on the other side, but as he took the leap he collided with NOTHING and fell into the chasm and left a little wisp in his place. Let me tell you my heart sunk to the floor and my mouth went so dry. Then it was Cazador and his gang of undead. He tried to transpose Astarions wisp (which I think will perma-kill Astarion from the game, he is dead-dead if he gets the spell off!) to the holding cell and Gale counterspelled it. He had to counterspell it twice before I was able to resurrect Astarion. My party position in the fight was not optimal as I could not reach the body in that first turn. I saw after in the log, by the way, that the transpose spell is level 6 and the counterspell was only level 5 so I had to roll a good dice check every time to interrupt him. Also the twin haste got interrupted so two characters got taken out for a couple of turns. Minthara carried hard in that fight, her and the dice luck. I'm still not sure how I managed to turn the tide. Orin is also really hard. I did Dark Urge so I had the duel, which I stupidly lost. My beast form is trash, Orins beast form is OP, seems fair... But at least I had soften her enough so with the whole party we won. Spoilers for Dark Urge -> But my character became a potato. I also hoped I could get Gale to do the deed on that last fight, but I had been too supportive of him and he wanted to fight until the end. Which is fine, but damned stressful at the time. Luckily I had a globe of invulnerability scroll that really carried in the last stage. And then it was just the brain. All the saved spells and items. Bombs are really powerful against it. Done and throphy earned. My takes would be: Never ever rely on "Jump" during a bossfight. Be careful with Haste. And bring Globe of Invurnerability for the last fight.
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Re: Cursor/Inventory selection bug...maybe?
perceval
03/02/26 03:22 PM
It's January 4th, 2026 and this exact problem persists in Mac OS Tahoe 26.2. These workarounds are shit. Don't sell games in Steam claiming they're supported on a Mac if the UI is broken. It makes the game nearly unplayable. I had the same issue, you can disable pointer acceleration before playing the game and it "fixes" the problem. [img] https://clean.buffer.com/HSWY0gT9[/img] I agree with you, it should be fixed by the game and should not require us to change our settings to play it. That said, it is a work around
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Re: So why play Divinity ?
Ixal
03/02/26 11:38 AM
Keep in mind that the old divinity and divinity: original sin are very different things.
Divinity 2 lets you turn into a dragon and is the successor to Drakan we never got.
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Re: Letter from an old Larian fan
EinTroll
03/02/26 08:29 AM
Greetings fellow old fan and old fans of the series. Regardless of out histories, we're here for a common ground: Larian and their games.
To add my view to the choir: In simple terms, I was awed years ago when I got into the series. Took a while to flesh out the reasons why, but it boils down to a few factors: Sven and Larian have kept high standards for game quality and polish, and on their road to hitting that perfect game state (that they keep promising), there may be bumps, there may be imperfections, but there are clear steps of following that ambition. The world they created felt more alive within its own standards than most other universes I've peered into. The world they crated has a varied and coloured history, including interpretation and reinterpretation. What we know and have experienced as players is our memory, but the world itself shows hints of a very real aspect: Over the course of time, history loses accuracy and potentially factuality too. There is a clear hint of the real to grasp onto in what is ultimately a fantasy universe with its own set of rules. To be fair, no human can conceive something entirely alien, as it is our lot to build upon the existing...
I am back here on the basis that the new Divinity title will be an overall good game, regardless of any personal preferences and being unable to avoid the hype on a series I have attachment to. I am here to enjoy game and have fun... when it's out, ready to find new ways of enjoying game and having fun that I may not have considered before.
(As a short note, due to all the heated arguing I have read about: This is only my overall view that is in tune with appreciating what has come before, overall good, ever bettering itself. I am not here to discuss fine points, I am here to show appreciation, in the way I see it.)
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