Is something supposed to hit me on the head in the room with the hole in the ceiling?
Shadowbart
8 minutes ago
Bit of a spoiler. In the beginning of the first act, there's the crypt with Withers. Outside, there's a weight you can shoot to kill two guys standing there.
If you go into that room below it, where stuff falls through, and you walk over to one of the cabinets, I seem to take mysterious falling damage when I click it to open it for looting.
Is this supposed to represent some rando object hitting me from above, to suggest things might wanna fall through, or is it a bug? It doesn't happen all the time. The text, "You have taken falling damage", seems confused if that's the case. Something falling on me, maybe!
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Re: Error code at ALL autosaves
tadcalabash
1 hour ago
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
2 hours ago
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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Re: What type of itemization/progression we'll get this time?
dwig
2 hours ago
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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Re: Bug – Counselor Florrick stuck at Waukeen’s Rest (Act 1, Patch 8)
Jokaidai
4 hours ago
thk you , i tired already exiting from different approach and at different rythm with different party composition including the one you describe ... sadly didn't work for me  as for the kidnap i tough of that but i don't have anyone strong enough yet ... your saying that hill giant make y ou strong enough ? i can always try respec karlach if just the class is enough and i can reach up to 18 strgh with her ( i am level 4 so i can choose one feat) but i am affraid that taking her out wouldn't work seing as exiting from the side building clearly put her out no restrained by her guard but don't start the cutscene
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Re: Best none GWM fighter build for Lae'zel
Taril
7 hours ago
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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Mod release - a full, natural Tav revoice pack
Quinch
17 hours ago
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
18 hours ago
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
19 hours ago
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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Re: Wishlist for Divinity
WizardPus
19 hours ago
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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Re: So ARPG or Isometric turn based?
dwig
20 hours ago
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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Re: Hammered Achievement/Trophy bug
K Shock
Yesterday at 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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