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Baldur's Gate III - Technical & Gameplay Problems Jump to new posts
Re: Caravan Strongbox -- Roaches check in, but they can't check out Tav'ith'sava 47 minutes ago
Perhaps the caravan box has a small opening for rings, like a piggy bank?

Your Rorschach-pattern looks like a sheep skipping rope to me.
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General Discussion Jump to new posts
Re: Larian needs to make the world of Divinity more interesting! 🙏 Tav'ith'sava 55 minutes ago
To be fair, Duergar and Githyanki were monster book entries when they began their D&D-careers. Due to Duergar and their god being exiled by Moradin (head of dwarven pantheon) they lack the ability to ever feel satisfied. Originally being Grey, or Deep Dwarves, they're extremely susceptible to sunlight, and surrounded by enemies they live in militaristic dictatorship city states in the Underdark. Tieflings used to be rare and highly mistrusted due to their ancestry from the Lower Planes (The Nine Hells, the Abyss, Gehenna, Hades,...). Thus, they often only found work in sketchy areas which only confirmed the bias people held against them. Githyanki are pretty well explained in the game itself and were portrayed pretty close to the source material. For the rest, I think that Larian's take on species was that they're pointy-eared humans. That was okay within the setting of Baldur's Gate, since you often find expats and exiles near great port cities who pick up the lifestyle of their chosen homes, but generally BG3 elves don't look or act very D&D-elvish. For gold dwarves on the other hand, I think it worked pretty well.

From what I understand, Wizard of the Coast, the company publishing D&D, isn't exactly easy to work with. One thing I've heard from several people and found confirmed in one of Larian's statements was that the people in charge change way too frequently for consistent work. You begin a project with an enthusiastic team, but then eventually everybody gets replaced, decisions of former members of the team or their management get revoked, and you have to start over or rework several times. As an affiliate of Hasbro Inc. their orientation is commercial, not creative. They understand the gamer as some sort of hobbyist, like people who like to go fishing or play the piano, and treat us according to the Hobbyist section in their Marketing for Dummies book. This is often great to grab public attention and make huge sales, but never ages well.

So, as much as I would have loved a Tourmaline Depths DLC or one where you go to Cania to get some coolant for Karlach's improved infernal steel heart, I completely understand how corp people just get in the way of creative processes and just hope they'll put all the gained experience into something awesome.
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Divinity II - The Dragon Knight Saga Jump to new posts
Re: Divinity 2: Developer's Cut tools cichy45 4 hours ago
I hope it’s okay to make another post right after my previous one smile

It is now possible to create new quests in Divinity 2. Well... almost. I’ve released the first version of a sample quest-authoring workflow together with some reverse-engineering documentation of Divinity 2’s scripting and quest systems:

https://github.com/PmNz8/divinity2-quest-author

The research is already further along than what is currently available on GitHub. It is possible to work with quest items, spawn and remove them from the world, create multiple possible endings, add quest rewards, and more. I also have a tool for injecting a new quest into an existing save from different points in the story, although it has not yet been proven to work universally. For now new quests require fresh start.

The engine requires quests to be pre-registered in the default save file. The game ships with initial saves that already contain these registrations, which are used when starting Ego Draconis or Flames of Vengeance. The tool injects the new quest into the starting saves and uses the DKS_Patch override priority to avoid touching any game files.
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Baldur's Gate III - Modding Jump to new posts
Mod Request: Face of Faerun/MoveFaster AstarionFix Bombul Yesterday at 08:28 PM
Dear Larian support staff,

I hope you are having a good day.

I would like to seek your assistance in approving the following Baldur’s Gate 3 console mod.io requests for PlayStation 5:

1. Faces of Faerun
https://mod.io/g/baldursgate3/m/faces-of-faerun#description

Widely regarded as the best facial aesthetics mod for BG3

2. MoveFaster AstarionFix
https://mod.io/g/baldursgate3/m/movefaster-astarionfix#description

Critical gameplay fix for Astarion’s movement speed to be in line with rest of party

I understand the mod creators have already submitted the request for porting to the PS5 console for many months to a year, but there has been no news.

Please kindly review the approval for the above mentioned mods on mod.io, the community appreciates your help in doing so.

Thank you once again for your help.
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Baldur's Gate III - Technical & Gameplay Problems Jump to new posts
Re: Large hit box interferes with gameplay Shadowbart 09/09/26 11:10 PM
I'll give that a try. I (temporarily) abandoned that particular game because of this issue. Thank you!
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General Discussion Jump to new posts
Re: Optional third-person/WASD mode — feedback from someone who needed a mod to enjoy BG3 cichy45 09/09/26 03:05 PM
To each their own. For sure the BG3 and remaining games were great because they got superb reception among the gaming community. I just wish I could play as the dragon again, it was a wonderful power trip.
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