Re: [bug] Missing Voss in sewers bug, but other NPC present
David Reilly
2 hours ago
You can get the hammer without talking to him, you'd just miss out on the sword he gives you. Thanks for your reply Saeran, and for giving me hope my playthrough isn't at an end. I have the hammer, but I was meant to meet Vos in the sewers to then go into the prism and free Orpheus. Is there another way/path, other than with Vos's aid? Larian tech support said they know its a known bug, but couldn't provide more help than that.
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Re: The Dark Urge needs to be fixed
Beetle
7 hours ago
Another minor thing I noticed...if you hold off on telling your companions of your urge to kill, then the Alfira scene happens, the companion responses are the same "everyone has intrusive thoughts " answers. I think the responses should be way different because from a role play perspective it's immersion breaking.
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Re: Bloodied status question.
ldo58
7 hours ago
Huh. My monk/sorcerer usually misses with the Larethian Staff but then hits with her follow up fists & kicks... And ends up with plenty blood on her face I carry Corellon's grace also, for the unarmed bonuses. But as an open hand monk I get the option for an unarmed stunning strike action. Now, at level 6, even 2 per turn + bonus flurry of blows. I feel like Muhammed Ali when I see those enemy hitpoints go up in the air. But no, not a drop of blood to be seen on me.
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Re: Barbarian options & details
Taril
Yesterday at 09:37 PM
But I have to wonder IF you use your action on Unrelenting Ferocity to Heal, and don't make an attack...your Rage ends, NO??!?? This would kinda break that subclass IMHO Not necessarily. Rage only ends if you both don't attack AND don't take any damage. Presumably, if you're using the heal, it's because you took damage no? I only have 14 str...will that be enough to use the Enraged Throw on enemies?? Or will most of them be too heavy? They will mostly be too heavy. You will be able to throw Goblins and that's about it. Regular humanoid sized enemies require 20 Str to be thrown.
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Re: Game stalls or crashes when trying to lockpick the adamantine chest in grymforge
ldo58
Yesterday at 05:17 PM
It's so weird. I sent the chest to camp and continued the adventure. Everything looks fine. Next stop is the plunder of the Zentharim hideout. They have some traps to disarm, was fine. Gates to lockpick. Went fine. Behind the gate, 2 chests that are trapped and locked. Wanted to disarm them and got the same problem. No dice shown, and very slow, stuttering animation and sound. So it looks like a chest problem, as the doors and traps don't have it. Restarted and sent those 2 chests also to camp.
Then I went to camp and tried to disarm and lockpick the 3 chests from the traveler's chest, and it worked.
Meanwhile in one of my restarts, the game totally reset itself. ( Got the first run question about nudity, the light/contrast test again, and the tutorial reset without asking me. Also my windows options were reset and all mods disabled.) After repairing options and mods I found I had two travelr's chest in camp now.
I hope I can finish the current game like this.
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Re: I’ve seen conflicting reports
PeachyKeen
Yesterday at 12:05 PM
Does this mean when the hotfix is released that we'll see a massive amount of mods released on console at the next drop? Since they have acknowledged they are still testing despite the pause, this seems very likely!!
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Re: CROSSPLAY
PeachyKeen
Yesterday at 12:02 PM
Me and my 4 close friends are waiting for over a year now...this would be the perfect Christmas gift!! But honestly, why is this taking so long? Is it really that hard? Even if it's not perfect, please release something, you can fix it later Larian communicated that it wouldn't be until AFTER mod support had been successfully dropped, that includes any bugs and kinks that needed to be addressed, which is not something they can just leave for the back burner. They also never gave a specific date.
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Re: No Mods for Console this week?
Salo
Yesterday at 09:50 AM
As stated above your comment, as well as in a post by Salo in the forum and on the discord- the updates/mods to console are PAUSED until the hotfix goes live, not to mention the process that goes into creating, and testing mods, and unfortunately comments like this will not speed up the process. I would recommend you continue to try and be patient. Could you atleast forward to Larian that they instabtly allow updates of already approved mods because now we’re 20 versions behind certain mods and we stay with their bugged version Hello! Updates to any mod need to for through the same testing process, as updates could change any aspect of a mod and they need to be checked to ensure that they don't include elements that are not supported in other platforms: https://mod.io/g/baldursgate3/r/modding-guidelinesThis is a reason why we recommend mods are only marked for console when no more updates are expected (but it's understandable that some mods will need updates anyway!) The team is currently testing several updates for mods that are already live on console and you will start seeing those live soon! As Peachy mentioned, we'll be postponing console curation while we prepare to ship the hotfix! While the team will continue to test mods, we will set the next batch of mods for console live after the hotfix goes live. We will share more info about the Hotfix very soon, in the meantime we appreciate your patience!
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Mod Review Request
GabeCamomescro
Yesterday at 03:15 AM
Hello. I am aware that there are some console issues and that there may be a pause on reviews. My request is for a review as soon as it is reasonable, that is all. I have a Random Spawn mod that also includes difficulty increase options for players and think it would be very well-received. There IS a dependency, also one of my mods, but it is very easy to test (it's basically just a bag for collecting my mod items). If you have any problems with the mod while reviewing it, please do let me know and I will be happy to handle any issues that come up. Thanks!
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Re: Mod Tool - how to copy an existing class
LostSoul
19/11/24 08:22 PM
Hi Read through the tutorials In the toolkit you can override an entry in your mod. If you are tweaking bard you just override what you want changed and don't need to touch the rest.
Discord is a good community to get help modding help!
Good luck
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Re: Pending Approvals for Updates on consoles
LostSoul
19/11/24 08:15 PM
I can't speak for Larian but I share your frustration at the delay but they are doing QA assurance checks and have updates to prepare for We all want a good player experience but there isn't unlimited resources to check all the mods that want to get onto console.
But I really wish things could be quicker, and if we have to urgently update mods due to critical bugs we had more control over that process.
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Re: Shadowcurse missing from the house next to LL
Xenonian
19/11/24 10:35 AM
Can you please provide more context for your current playthrough?
Initially under my assumption as long as you have a torch in your hand and stay in its proximity, even without full protection it should be under my assumption intended if you enter it from below the basement but it does not hurt to send in a bug report if you are having doubts given you've experienced bugs around this from before.
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Shar storyline suggestion and possible ending
inurshadows
19/11/24 08:56 AM
Act 2 and 3 spoilers I seen some people want to be a dark justiciar instead of Shadowheart and I am one of those people. I was thinking of a minor alternate story path. To me it makes no sense why you would not be able to kill Nightsong yourself. Example if Shadowheart is not there with you or gets knocked out in combat, like I know it's because it is part of Shadowheart's dark justiciar story line and it would rub salt in the wound for Selune if Shadowheart was the one to kill Nightsong. But if she is not available then I feel like Shar would want who ever is there with the spear to kill Nightsong as that would still be a big f you to Selune anyways. I thought of how this alternate story path could work. If Shadowheart gets knocked out in the fight before Nightsong or you do not take her and have the spear then you can kill her. Then Shar will give you and approving speech and you get rewards or that does not have to be a thing and you just get rewards and the dark justiciar tag. But if Shadowheart is present then there should be a roll if you want to kill Nightsong yourself to become a dark justiciar to convince Shadowheart and if you get a high enough number then you kill Nightsong but if you don't get a high enough roll and fail to convince Shadowheart that you should be the one to kill her then you fight Shadowheart and get to kill Nightsong after. Also in the hypothetical speech from Shar after you kill Nightsong should mention for you to come to the church in Baldur's gate. However just because Shadowheart did not get to kill Nightsong does not mean the chance of becoming a dark justiciar is lost on her as the requirements to become a dark justiciar is killing a priest/priestess of Selune or maybe even just a follower of Selune. So when you come to the House of Grief as a dark justiciar the speech with Viconia will be the same as she wants the artifact and you can choose to give it to her or fight her like what happens after Shadowheart becomes a dark justiciar, just with a bit different dialog of course if you where the one to kill Nightsong. Then after when you go to see Shadowheart's parents the dialog occurs and Shadowheart has a chance to become a dark justiciar if she kills her parents who are devoted followers of Selune. You can choose to convince her to kill her parents, or not, or leave it up to her. If she kills her parents then she becomes a dark justiciar as well but if you convince her not to kill her parents or leave it up to her and she decides not to kill her parents then the same thing would happen like if she became a dark justiciar after killing Nightsong but choose to free her parents. I assume her faith in Shar would remain the same as it was but except she just gave up her dream for her parents. But if you go to the House of Grief and Shadowheart is dead, not in your party or never was in your party then Shar will offer support in the fight in Baldur's gate anyways after the Viconia fight if you do not give her the artifact. You get support anyways from Shar due to you killing Nightsong. Also the choosing Shar has your deity should be revived if this actually becomes a thing. An evil path based on Shar would be really awesome like shrouding everywhere with the shadow-curse as an ending for example or something but I don't want to add to many complexities and just the things mentioned above would be really awesome in my mind as I always wanted this option like to become a dark justiciar yourself.
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Re: Wrong number of spell slots?
Halycon Styxland
18/11/24 06:55 AM
D&D5 Player Handbook describes it the same though.
In the class section, if you stay pure class, after the second or third level, you get the next stage rounded up.
So there are no spells on a Paladin 1 or Eldritch Knight 2, but Paladin 3 and Eldritch Knight 4 get as many spells per day as a pure spellcaster 2; therefore an Eldritch Knight 4 with no other levels gets 3 level 1 spells.
Multiclassing are explained in a later chapter. If you multiclass, you round down and pick the spells per day as if you would be a spellcaster of the resulting level.
Thus Paladin (Any Order) 2 / Eldritch Knight 4 still only gets 3 level 1 spells and thats all. Identical to a pure spellcaster 2, a Paladin 3, and an Eldritch Knight 4.
So the early spells per day on a pure class character is kind of a bonus that you lose if you multiclass.
You still get the same prepared spells as a singleclass character. Thus the Pal2/EK4 will be able to prepare 2+Cha Modifier Paladin spells and will know 2 Wizard Cantrips, 2 Abjuration or Evocation spells, and 2 general Wizard spells (because level 4 is the first time one can trade, so an Abjuration or Evocation pick on level 3 can be traded for a general Wizard spell during levelup to 4).
P.s.: Besides I dont like at all how this works out.
For example if you are an EK 4, you may have picked two Abj/Evo spells you like. You are forced to pick a third one. And then if you want a spell thats neither Abj nor Evo you have to trade one of the two you already picked and that you like to trade for a general Wizard spell.
Leading to the shizo situation that you want to pick one of the Abj/Evo spells at level 3 as a throwaway spell and pick the second Abj/Evo spell you may like only at level 4, so you can trade the throwaway away for a spell of other schools.
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