Re: Equipment bug PS5
finkille
1 minute ago
It is still present on Switch 2 edition unfortunately 3.6.0.7067948, bought and downloaded few days ago? Cannot equip items despite meeting item requirements (either by other items or spells), being able to continue playing on the go is why I bought the version, but not be able to equip items until I get back to my PC due to a bug is a bit frustrating
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The problem with levelup of EK/AT
Halycon Styxland
1 hour ago
I will pick the Eldritch Knight as example:
Level 3 : Unlocks the subclass, picks 2 Cantrips, 2 Evocation (or Abjuration) level 1 spells, and 1 wizard spell of any wizard school.
Level 4 : Can pick another Evo level 1 spell, can trade any spell for another spell
The problem is that I cannot trade the new spell I pick on level 4 for any other spell, but have to pick a spell I already know.
So in order to get to the spell list I want, I actually have to pick a spell I DONT actually want on level 3, just so I can trade it for the spell I want on level 4.
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Lets give a dumb example:
Level 3 1: Shield, Magic Missile, Enhanced Leap
Level 4 1: Shield, Chromatic Orb, Enhance Leap, Featherfall (had to trade away Magic Missile to get Featherfall)
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All I can do on level 4 to keep Magic Missile is to go to Withers, respec, and this time get Chromatic Orb on Level 3 so I can take Magic Missile, the spell I *actually* want, on Level 4, just so I can have the spell list I actually want on level 4.
This problem could be easily solved if BG3 would offer the new spell you pick on Level 4 as possible trade for the new spell, too, but it just doesnt. You have to trade away something you had before, even if you really would rather keep all these spells, which is usually the case.
The same odd problem of course also occurs on Arcane Trickster, and also occurs again for example also on Level 7, with the added problem that the new spell has to be level 1 though the EK just unlocked level 2 (according to the Wiki, anyway, I havent actually checked that), a problem that doesnt occur for Arcane Trickster (again according to the Wiki).
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Re: Dialogue broken, Lazel won't talk to me, Can't progress Game
Xenonian
3 hours ago
Try cast Thunderwave (doesn't matter if she gets a saving throw check) it might unbug her, otherwise if not, mind say what kind of order you played with her up until the point she broke for you?
Problem with this game is the different ways you can permutate the game, there is always that one odd way developers had an oversight on despite numerous beta testing.
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In Depth Look into Perception: Hidden Items + Objects
VvV Tree
Yesterday at 11:52 PM
DIVINITY: ORIGINAL SIN ENHANCED EDITION — PERCEPTION SYSTEM RESEARCH SUMMARY
HOW PERCEPTION DETECTION WORKS Each hidden object stores two key values: MinPerception (the minimum perception stat required to reveal it) and MinDistance (the maximum distance in engine units at which detection can occur). Both conditions must be met simultaneously for the object to reveal itself.
The game passively checks every party member's perception every 0.2 seconds. As long as one party member meets the required perception threshold and is close enough to the object, it will be revealed automatically.
NOTE: Sight almost certainly affects MinDistance, I just have not rummaged through the game files yet to 100% confirm how the two interact on a game engine level. However, this is far less important than knowing the MinPerception values.
THE THREE-DIFFICULTY THRESHOLD SYSTEM The game files contain three separate perception variables per object: MinPerception, MinPerceptionCasual, and MinPerceptionHardcore. These map to Classic, Explorer, and Tactician/Honor Mode, respectively. However, this system was never fully implemented — across the entire game, only a handful of objects in The Prison Garden of Stone King (Hiberheim) have non-zero values in the Casual and Hardcore variables. Every other object in the game has those variables set to 0, meaning the runtime formula is what actually governs the difficulty scaling for perception checks for 99% of the game.
DIFFICULTY AND PERCEPTION THRESHOLDS Difficulty does not modify the player's perception stat directly. Instead, I believe the engine applies a modifier to the effective threshold (MinPerception) at runtime. Through in-game testing, I have theorized the following formula:
Explorer: Classic threshold − 2 (MinPerception - 2) with a floor of 5 perception*** The minimum required perception on any difficulty appears to be 5 — confirmed through testing with [Perception Debuff Potions]. Objects with a Classic threshold of 6 or lower will therefore require 5 perception on Explorer rather than the formula result. (If MinPerception for a hidden object = 6, then on Explorer difficulty 6 - 2 = 4, but the hidden object still requires a perception of 5 to uncover — giving evidence that there may be a perception floor of 5)
Classic: Raw MinPerception value from game files
Tactician / Honor Mode: Classic threshold + 2 (MinPerception + 2) The Tactician modifier may occasionally be +1 rather than +2 for certain objects based on the raw data found in The Prison Garden of Stone King (Hiberheim), but +2 seems to be the dominant pattern; I have not tested enough hidden objects on Tactician to guarantee this.
WHERE THE DATA IS STORED Hidden object data is stored in LSB/LSF binary files inside the game's PAK archives. After unpacking with LSLib and converting to LSX format, the data is found in two locations per area: Mods\Main\Levels\[AreaName]\Items\ — level instance items Mods\Main\Globals\[AreaName]\Items\ — persistent global items The MinPerception values are NOT stored in Public\Main\RootTemplates or Public\Main\Stats. The difficulty modifier logic is hardcoded in the game engine, I believe, because I have yet been able to find any raw data files containing a perception/difficulty formula.
COORDINATE SYSTEM Engine world coordinates map almost 1:1 to in-game coordinates: Engine X → In-game X Engine Z → In-game Y Engine Y is the vertical height axis This was confirmed with two data points: the Tiny Pearl at engine (287, 84) mapping to in-game (291, 82), and the Hatchet at engine (250, 65) mapping to in-game (250, 67). Small discrepancies of a few units are normal due to camera positioning when reading coordinates while in-game.
NOTABLE OUTLIERS MinPerception = 50 in Cyseal at (453, 140) — almost certainly a developer/scripted object, unreachable through normal gameplay MinPerception = 0 — always visible regardless of perception stat, found across many areas MinPerception = 1 — effectively always visible with minimum perception, found in Cyseal
WHY DOES ANY OF THIS MATTER? The wiki for this game is a mess — DOS Classic and Enhanced Edition information are tangled together throughout the site, leaving it barebones and unreliable at best. The situation is even worse when it comes to information on hidden objects and items; scattered across Steam, Reddit, and Larian forum posts are vague, anecdotal answers along the lines of "I found the treasure and had X perception... I think." with nothing offering precise, reproducible data. My goal is to compile a comprehensive list of EVERY hidden object, item, and trap found in the game and document the exact perception level required to detect each one, across all three difficulty settings. However, this is a tedious undertaking, and before I jump in, I need feedback.
After cataloguing 500+ (there still might be more) hidden objects, items, and traps found in the game files, I can hypothesize the highest perception requirement needed on each difficulty:
Explorer: 13 Classic: 15 Tactician/Honor Mode: 17
In your experience playing the game, does this ring true, and does my theorized perception formula seem accurate, or do I need to dig deeper into the game files still?
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Re: Begging for GM Mode
tehwildmage
Yesterday at 07:47 PM
I mean as a framework look at neverwinter nights1, neverwinter nights 2, fire emblem 8 and some of the earlier total war games. Not sure about making love games but maybe modules being free is a major draw.
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Re: So why play Divinity ?
snowstalker77
Yesterday at 10:34 AM
I'm really looking forward to adventure in a world where my actions have consequences, and I can stand up to evil and beat it flat (3 most satisfying moments in BG3: Beating Auntie Ethel the first time, saving Isobel, and then beating Auntie Ethel again ) It's not just about beating difficult encounters: It's about standing up to the bad guys when you could have just walked away (and they even try to bribe or induce you into doing so).
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Re: What BG3 missed but what would have made it 5 times better game
snowstalker77
Yesterday at 10:29 AM
Make the story's progression and choices even more contingent on the players' competence? We're gonna need something that's even easier than story mode, maybe. Also, it means that we either have to have a lot more combat, or half again the work for the writers and programmers to add in further branching storylines (if they just had to account for the characters choosing between to fight or not to fight, they now have to account for characters choosing not to fight, fighting and winning, and fighting and losing). I liked , BTW. And my other favorite moment in the game where the happy ending was dependent on my preparation and planning was .
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Re: What a lying, lying game!
Shadowbart
28/03/26 09:22 PM
Just went to the Underdark by way of Zhentarim hideout. Buff up, go down ladder, leap over traps, attack nearby minotaur.
First hit, 95% chance, hit. Action surge Second chance, 85%, not sure why, but whatever. Should I do feinting attack to get advantage? Nah, let's just go for it.
Critical miss.
Really? This isn't an outlier. This is the average thing.
Well, time for the awesome power of F9.
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