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Baldur's Gate III - Story & Character Discussion Jump to new posts
Re: Balder's Gate 3 Jeopardy Shadowbart 6 hours ago
The irony is this shows the difference between decision theory and game theory. Players, mini-max or not, assume the universe i.e. the dice, are honest. This is decision theory.

In game theory (which, although this is a game, would not be game theory in this context) the universe is actively working against you.

You expect the world to be against you, in the NPCs and their actions. This is game theory, or your opposition in chess. Decision theory you expect fair rolls, so you can plan accordingly to deal with the game portion.
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General Discussion Jump to new posts
Re: I wish there were fewer fights, or a way to completely avoid them. ldo58 15/10/26 09:14 PM
Yes, I was very annoyed when I played a drow, and all the goblins just groveled before me without me even trying.
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General Discussion Jump to new posts
Re: General feedback from BG3 -> DOS2 new player Vuthakral 14/10/26 12:13 PM
Originally Posted by Taril
So, the fact that your character will outright tell the god that such a thing is horrible, that literally every spirit you use it on screams in agony as you delete their literal soul and many interactions with souls that have a "Consume them" option always causing companions to get annoyed at you didn't land?

No because I'm not & wasn't playing a heartless bastard, I never consumed the souls of random spirits and even let the very obviously heinous ones go such as magisters & etc. I basically only ever used it on nameless henchmen NPCs, shriekers, and the voidwoken.

Originally Posted by Taril
There's a dialogue option when you go to recruit a companion that lets you ask them to be another option, where they quite literally describe everything each thing does.

Hardly. It just says class names & general verbiage like "battlemage", it doesn't fully describe what they're completely capable of. A lot of that knowledge you gain after your first playthrough.
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Baldur's Gate III - Story & Character Discussion Jump to new posts
Re: I'm not asking for an answer, just if there *is* an answer Taril 12/10/26 03:20 PM
Originally Posted by Shadowbart
So with Greater Invis, I can knock your weapon out of your hand. I just can't pick it up.

Well, technically Greater Invis lets you do any action with a chance (Based on Stealth skill) to remain invisible.

It however, doesn't fix the problem of the nearby Druids having Truesight and being able to see through invisibility (It being "Greater" does not make you any more invisible, you're vulnerable to Truesight like any other form of concealment)

Had the Druids not randomly been one of the only entities in the entire game to be given permanent Truesight, then Greater Invisibility (As well as Darkness/Fog) would allow you to pick up the Idol without being detected.
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General Discussion Jump to new posts
Re: Honestly, I just want a companion like Minthara FanatLarian 11/10/26 04:53 PM
Sure, it's obvious that Minthara isn't fully realized. But what I meant was that I want a character of that TYPE, not that level of detail. Divinity is being made bigger and even more detailed right now, and that's why I'm writing down my wishes: it would be cool to have, right from the start, that kind of roleplay — a weakling, a henpecked guy next to a dominant, aristocratic, sexy and cruel woman.

So that disobeying her wishes would cost you dearly and have consequences, and the MC himself wouldn't be respected in camp, dumping every decision on his companions. There's LITERALLY NOTHING like that in games;

if Larian do it, they'll once again be pioneers in a path other studios are afraid to touch, endlessly making the same old chosen ones, heroes saving helpless girls. Deadly boring. What I liked about Minthara is precisely that her character (yes, even if not fully realized) stands out so much against the other female characters in games, where it's either the weak "defenseless girl waiting for a savior" or the "brash mannish woman in the style of Abby".

Characters like Minthara are usually antagonists rather than playable characters, and Larian laid the foundation — the main thing is to develop it further. I'll carry the greatest of the great, Swen Vincke, and his incredibly talented team in my arms!
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Baldur's Gate III - Modding Jump to new posts
"Act 2 extension" looks great. ldo58 10/10/26 05:58 PM
I just started the new area introduced by the title mod. I'm still in the starting area and am already impressed. It 's not 100% glitch-free or complete, but it looks great so far, the combat is quite challenging, but I find it fantastic that the base game offers the possibility to just add a new "chapter" like this. (Instead of leaving Moonrise towers to arrive immediately on Wyrm's lookout, this mod adds a stretch of land and river between the two, so the party has to travel from Moonrise to Rivington.)

It even adds to the storyline. I just found a report from Balthazar, stating that it was problematic to obtain the needed amount of pixies, -- hm, now that you mention it, never thought of that "logistics" -- but that they located a pixie community and a plan to raid them.

It looks like BG3 still has a long future, if enough modders are motivated to add stuff like this. Kudo's.

https://www.nexusmods.com/baldursgate3/mods/24689
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General Discussion Jump to new posts
Re: Discord requires a phone number Redglyph 09/10/26 05:10 PM
It's still not fixed, apparently. I'd really encourage you to find a system that values privacy; we're in Europe, after all. smile
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Baldur's Gate III - Modding Jump to new posts
Re: There is no Baldur’s Gate 3 Toolkit on Steam Shadowbart 08/10/26 06:51 PM
TY all, that worked!
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About this website Jump to new posts
Don't de-select the selection so I can click B and I and a color without having to re-select it Shadowbart 06/10/26 06:34 PM
Sometimes I like to highlight something in yellow, as well as bold it. But to do both I have to re-select the text after B so I can then yellow it.
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Baldur's Gate III - Modding Jump to new posts
Re: Broken Visible Shield Mod :( Can you help!?! llchicken 06/10/26 01:53 AM
Another available mod, and only requires installing SE.

https://www.nexusmods.com/baldursgate3/mods/24888
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Suggestions Jump to new posts
Re: New Games - XCOM The next Larian Development? Halycon Styxland 05/10/26 03:13 PM
Wouldnt interest me personally, but given Larians success, a further expansion of the company and doing more different game projects for different audiences make sense.
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Baldur's Gate III - Story & Character Discussion Jump to new posts
Re: What *actually* triggers the tiefling party? KrosisPriest 05/10/26 01:32 PM
asdfghjjkkll

Yeah you're right, I just managed to test that.

But that's just... ugh. No objective marker, no mention in the journal entry, *all* other scripted events at camp just happen when you long rest normally, Zevlor is in a different spot than usual even. It's mind-boggling that I've already found so much relatively hidden stuff in the game but it's so easy to miss something as major as this.
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Baldur's Gate III - Story & Character Discussion Jump to new posts
Re: Calling all Roleplayers! ldo58 03/10/26 04:50 PM
Originally Posted by ldo58
...
(Gale is dead, left in his stone, Wyll was killed after he walked into the camp and threatened Karlach, and Lae'zel was left in the cage because she was impolite to the urge. The cage later disappeared, so I don't know if she"s dead, or if she escaped and we'll meet her again later.)

Lae'zel did show up again when we found the githyanki patrol.

The dialogue with Voss was slightly different in some places, compared to all my other PT's.
I got into the fight after Voss left, and Lae'zel is only lvl 1 at this point, so she didn't live for 10 seconds. But I could revify her after the combat was done, even though she was not part of the team yet.

I can then dialogue with her, and this also gave some new lines.
So, if you've done a lot of runs already, you may want to leave Lae'zel in the cage, to get these lines when you finish act 1.
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Baldur's Gate III - Technical & Gameplay Problems
Re: Huge internet lag when hosting multiplayer game hermany6 02/10/26 02:44 PM
As it happens exactly when another player joins, look at the network/router side before blaming the laptop hardware. The fact that joining someone else’s game works normally also points in that direction. The upload dropping below 1 Mbps is the biggest clue. I’d check whether the router is struggling with NAT/UPnP or bufferbloat when the game starts sending more traffic. Since you already tried wired, Wi-Fi and a phone hotspot, I’d also test with all VPNs, third-party firewalls and network monitoring software disabled. If the problem still happens through the phone hotspot, that would make a normal router configuration issue less likely and I’d focus more on the game’s hosting/network code or the Windows network stack.
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Baldur's Gate III - General Jump to new posts
Re: BG3 Fan Fiction SPOILERS and POTENTIAL SPOILERS GM4Him 02/10/26 02:36 PM
Update: Divinity Apocalypse: Part 1 Chapter 1 is now published.

This is the beginning of the final book of the saga. And yes, the name of this final fanfic book is a shout out to Larian. I partially chose the name "Divinity Apocalypse" because of their Divinity games. However, it was also a fitting title for this final book, and I'm sure you'll see why before it draws to its final conclusion.

And yes, this is the final book in the entire saga. The Demon Hunters began it all, followed by the Afflicted - though the two were written at the same time because of the Baldur's Gate 3 Early Access and Pathfinder: Wrath of the Righteous games. Nevertheless, from a story perspective, Demon Hunters begins the tale. The Afflicted is the continuation. Hellraisers is the sequel to Baldur's Gate 3, and Divinity Apocalypse is then the sequel to Hellraisers. It wraps up the entire story, showing how they all intertwine into one grand epic.

Hope you enjoy it!

BG3.75 - Divinity Apocalypse (Fanfiction)
Baldur's Gate 3.75: Divinity Apocalypse - an original fanfic story that is a sequel to Baldur's Gate 3 Fanfic: Hellraisers. It picks up immediately after the events of Hellraisers, which immediately took place after the events of Baldur's Gate 3. Characters from the previous fanfics - Zeth, Kieralyn, Jade, Trynn, Dyce, Ivrini, Fiovay, Kai, Aelun, Vlyn, and the other members of parties throughout the entire saga - travel to other worlds including Eberron, Krynn, Mystara, Birthright, and the dreaded Dark Sun. Their quest is to collect the black obelisk fragments, restore the seven obelisks, and undo the cataclysmic magic that was unleashed over a hundred years ago.

Here is the link to the blog site: https://baldursgate3hellraisers.blogspot.com/2025/10/baldurs-gate-35-hellraisers.html
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Baldur's Gate III - Technical & Gameplay Problems
Re: Crossplay online services not working hermany6 01/10/26 05:35 PM
As it started right after the router died, I’d look at the new router/network before assuming there’s a problem with the game servers. Crossplay can depend on NAT and certain connections being allowed. Check the router NAT type and make sure UPnP is enabled. I’d also try connecting the console/PC through a phone hotspot for a quick test. If crossplay works over the hotspot, then the router or ISP connection is almost certainly the thing to investigate.
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Baldur's Gate III - Suggestions & Feedback Jump to new posts
Re: Add blinding smite to bard magical secrets hermany6 01/10/26 02:27 PM
I can see the appeal, especially for a melee-focused Bard. Magical Secrets has plenty of useful options, but having Blinding Smite available would give the build a more interesting melee choice instead of relying mostly on the usual picks. It would also fit the Bard pretty well thematically. Even if its too late for an official change, it would be a nice option for a mod.
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Baldur's Gate III - Latest News Jump to new posts
Re: Small Hotfix - Version Number: 4.1.1.7631656 Halycon Styxland 30/09/26 10:27 PM
Its of course not unplayable by any means.
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Baldur's Gate III - Modding Jump to new posts
[PS5 Mod Request] Additional Tadpoles / Mind Flayer Parasite Specimens honestcapricorn 30/09/26 09:22 PM
Hi! I wanted to put an idea out there in case any modders might be interested in making something like this.

I'm looking for a PS5-compatible mod that allows the player to obtain additional Mind Flayer Parasite Specimens/tadpoles, ideally enough to unlock all of the Illithid Powers through the normal Illithid Powers menu.

It wouldn't necessarily need to provide an infinite number of tadpoles. A large supply would be perfectly fine. Alternatively, something like a repeatable spell or action that adds one specimen at a time would be great.

I've tried using a Duplication Chest mod, which normally lets you place an item inside and creates another copy of it. Unfortunately, the parasite specimens don't appear as selectable items for the chest, presumably because the game handles them differently from ordinary inventory items once the Illithid Powers system is available.

I've seen PC cheat mods with functionality for adding tadpoles, so I was curious whether something similar could be accomplished using the official BG3 Toolkit in a way that would be eligible for mod.io and PS5.

I'm not a modder myself, so I don't want to assume how simple or complicated this would actually be to implement. I just thought I'd put the idea out there in case someone finds it interesting or knows of an existing console-compatible mod that I've overlooked.

No expectations or demands whatsoever. I'd just really appreciate it if anyone wanted to take a look at the idea. Thanks! 🙂
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Scripting Jump to new posts
Custom Trigger wont work no matter what i do TheLayuda 28/09/26 06:38 PM
Im trying to make a companion mod, and so far it all works, dialogues trigger when i want them, altho i am using already existing (autosave or event) triggers to start forced conversations. Problem is, after exiting fort joy, and going to the swamp, specifically after the court room ladder escape route, there arent any usefull triggers that the players will 100% stumble into, so i created my own, and i cant get it to work for the life of me.

Ive placed a box trigger a few steps from the ladder, set it to global and set its distance to 10,10,10. Ive taken its TRIGGERGUID and used it in a script like i would any other and it doesnt work. I tried creating a new save to test it because i know the world state doesnt update when loading, so the trigger might not work on a save that didnt have it from the start, and it still doesnt work. Ive even ticked the "HasGamelpayValue" box, ive fully generated the AI grid, and i wrote "ProcTriggerRegisterForPlayers(TRIGGERGUID_MOD_FTJLadderExit_70313a75-8b91-4ed2-bb80-6037e84714ad);" in the INIT part of my mod script, but nothing seems to work.

I tested the script itself by using a nearby autosave trigger to start the dialogue, and it worked, so the code is 100% working, its just not triggering for whatever reason. Ive tried also using TriggerRegisterForPlayers instead of PROCTrigger... and it still doesnt work. So far nothing i tried workes, and im completely out of ideas. I dont want to give up because i already wrote the documentation for dialogue and got a fried to start voicing it, but i cant get the script to work for the life of me.

Does anyone have any idea what im missing for the trigger to work? Is it possible that it doesnt trigger because you are knocked down when you use the ladder, and the trigger is right there? How do i even test it without creating another completely new save? Ill also write the code i use for the dialogue if it helps anything:

// Courtroom escape of fort joy
IF
CharacterEnteredTrigger(_EnteringChar, TRIGGERGUID_MOD_FTJLadderExit_70313a75-8b91-4ed2-bb80-6037e84714ad)
AND
CharacterIsPlayer(_EnteringChar, _IsPlayer)
AND
_IsPlayer == 1
AND
CharacterGetHostCharacter(_PlayerGUID)
THEN
Proc_StartDialog(1, "FTJ_Andrien_GateExit", CHARACTERGUID_Andrien_001_c78da45f-12f7-46e8-ab91-2a84a24f6acd, _PlayerGUID);


EDIT: i just realised i sent the code with GateExit dialogue, but that is intentional because the gate exit has an existing trigger that works, i just copy pasted the same code, ust changed the trigger. Also i forgot to mention that all my code is in one script file, would it be smart to seperate event/dialogue scripts and gameplay scripts? Maybe also seperate a script for a quest later down the line when i get to it?
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RPG Chat Jump to new posts
Re: Development of Tactical RPG game using the GaaS + Live Ops model MoloF 28/09/26 03:11 PM
Over the weekend, I ran into issues with development speed and documentation management. I realized that a game of this scale is already causing delays and will simply grind to a halt by the middle of development. I’d already encountered this problem with another game I was working on in parallel, and now it’s become even more apparent with this one.

---

I decided to develop a universal service that would manage documentation, write to a vector database, and maintain a close connection with development via MCP. With this, I wanted to solve the following problems:

- Development speed shouldn’t degrade significantly over time
- The context for completing a task should be clear and narrow; there’s no need to drag the entire project into it just to solve a single problem
- High-level documentation should be kept separate from low-level development; requirements exist separately and are approved from above, while development details must comply with those requirements
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Divinity - Original Sin 2 - Bugs & Technical Problems Jump to new posts
Re: Any way to stop GMCampaigns folder from auto syncing on GOG? MsMisinformation 26/09/26 04:27 PM
Found a workaround!

You'll probably still have to clear out the GOG cloud saves of the old data, but a user on the GOG forums here has a solution.

Don't delete the individual campaign folders entirely, just delete the contents, while leaving the campaign folders and making sure they're Read-Only (they probably are by default).

This worked for me; the free campaigns did not show up when I reloaded the game and my sync files stayed small enough to properly sync with the cloud.
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Baldur's Gate III - Story & Character Discussion Jump to new posts
Re: Archdruid Halsin confusing logic Halycon Styxland 26/09/26 11:59 AM
Paragraphs.

Please start using paragraphs.

Also, yeah you found a sequence of events the programmers indeed havent forseen.
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General Discussion Jump to new posts
Re: Mechanics are the most important part to get right. Stray 26/09/26 11:16 AM
I don't think the majority of people like to pick classes because they are the strongest, unless they want to beat a challenging mode and get the trophy or whatever. I think the motiviation lies more in coming up or optimizing a concept than actually playing it. You see so many people on the bg3builds reddit, that bascially just theorycraft without actually having played the build.

Originally Posted by Halycon Styxland
Many of these BG3 powerbuilds take ages to unlock. Many have lots of empty levels before you get all the abilities, or it takes a long time until you have all the gear needed.

The core of the new dvinity will propably still be an rpg. I think a lot of people me included sometimes make the mistake of seeing it as a roguelike where you basically can try out your desired build within a few hours. Would love a roguelike of bg3 or the new divnity but realistically it is still an rpg, which have a slow progression.



Originally Posted by Halycon Styxland
Additionally we still see in D&D5 that spellcasters are much more fun, have much more options, than non-spellcasters. Not as strongly as with previous editions, but its still very much there.

I never had an issue playing DnD with friends but playing the DnD system in a videogame kind of sucked in terms of balancing. Every spellcaster feels super weak in act 1, because they don't have a lot of resources in order to cast spells and actually feel impactful. Where as martials don't have a resource at all and feel strong right from the get go. I takes way to long till spellcaster start to feel good. I'm actually glad we have schools in divinity rather than one type of character has to rely on a resource and the other doesn't.

I also like the cooldown system a lot more in divinity than the DnD system in BG3. There you would do the same gameplay loop every turn. For Martials thats usually something like booming blade into extra attack or throw weapon into another throw weapon and that every single turn. That is boring as hell. With cooldowns at least you cant just spam the same action/ability every single round.
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Baldur's Gate III - Suggestions & Feedback Jump to new posts
Moonrise 60 Models Fight Arvin Lundstrom 23/09/26 10:42 PM
To trigger this chaotic masterclass engine stressing fight you need to make Drider stay at Moonrise Towers entrance. After you arrive at Moonrise Towers with Kansif and convoy Drider is waiting to talk with Custom Tavern Companion. Ungroup that companion and enter Moonrise Towers with Other Origin Companions. Do this right and Drider go to top cinematic doesn't happen. Then be at max HP and ensure max monsters has survived to Moonrise Towers. Then ungroup all companions and use abilities and spells that spawn max summons. Put Astorion closer to Drow trader, Shadowhearth closer to Bugbear trader, Lae'zel closer to Ogre and don't move Custom Tavern Companion. Then attack anything with Lae'zel before you go closer and trigger Minthara is judged of Ketheric Thorm cinematic. Do ranged attack at anything closer to Ketheric Thorm with Astorion. Tell Ketheric Thorm you can call me death of Ketheric Thorm. General Thorm has recruit so many cultist during his travels and is invincible anyway. Attack anything with Custom Tavern Companion. Attack anything with Shadowheart and move around with 4 companions to make max models see you and move around to make them follow you to the other models in first floor. Move Lae'zel to stairs and enter second floor with jumping misty step and teleport arrows. 60 models having each initiative turn is handled pathfinding, attack rolls and spell effects. Baldur's Gate doesn't display 60 icons at the same time but told it was 39+ the 21 icons. Guards summon multiple guardian of faith and The Warden from prison attack in combat too before I entered prison. Don't kill anything to keep max models in combat. You don't need to do exactly as i do but spread where you move before models leave and heal companions and summons. This push Baldur's Gate 3 right to its absolute coding limits. Multiple monsters of the same kind shared one turn, but the guards didn't. This is a programming trick called Group Initiative. If 15 individual acolytes all had separate turns, the CPU would have to stop and think 15 separate times, which would cause game to crash. By grouping similar monsters together, the engine pathfinding calculations all at once. The named guards and bosses have unique AI scripts, which is why they still demand their individual turns. The AI panic behavior When you saw the guards often using their dash action instead of attacking, you were witnessing the pathfinding AI getting completely overwhelmed. With 60 models blocking the hallways, doorways, and stairs, game coordinate grid becomes completely clogged. The AI cannot find an open path to reach you so its programming panics. going black when enemies moved into multiple rooms happens because of Occlusion Culling. To prevent your graphics card from exploding, the game only fully renders the rooms and models that your active camera can physically see. In other fights you are able to see how many turns fight is but this fight is so stressful to engine that you don't see which turn. Many RPGs use invisible limit on how many enemies can participate in a single fight to prevent the computer from crashing or slowing down. Larian Studios built Baldur's Gate 3 using an engine that allows almost any nearby entity to join the initiative order if they hear the noise of combat. This could crash some computers but not my computer and other Baldur's Gate 3 have. It's quite impressive that game engine can manage that and not crash but you have to wait more then 53 models turns before you are controlling anything. Baldur's Gate 3 60 models fight could be most things in fight at the same time in gaming. You obviously will be always be defeated and can't progress from this. Because it's fun when 60 things fight you attack something, not to complete anything.
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