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Baldur's Gate III - Technical & Gameplay Problems Jump to new posts
Workaround for can't launch BG3 on Mac Gog Galaxy Morac 27/08/26 02:54 PM
I'm posting this in case anyone runs into the same problem I have.

I have an M4 Mac Studio running MacOS 26.6.2 and very frequently run into a problem where if I try to launch BG3 GOG Galaxy version, I get a launcher with an option to pick Intel Rosetta or Arm64 instead of the normal launcher. That launcher doesn't work as if I pick Arm64 it just closes and nothing happened.

The cause of this problem is that the GOG Galaxy version of BG3 runs some kind of stub executable that is supposed to detect the Mac version (Apple silicon or Intel) and open the appropriate launcher. For reasons unknown to me this stub executable simply doesn't detect the correct CPU and launches a broken launcher.

I don't know why this breaks periodically, but the work around for this is the following:
  • Find the Baldur's Gate 3, right or option click and pick show package contents
  • Go to the Contents folder, then MacOS
  • There should be 2 files in this folder: "Baldur's Gate 3" and "Baldur's Gate 3 GOG".
  • Rename the "Baldur's Gate 3" file to "Baldur's Gate 3.bad" or some other name.
  • Copy or create an alias of "Baldur's Gate 3 GOG" and name it "Baldur's Gate 3"


At this point you are good to go and running the app will open the correct launcher.

Note, you will need to revert this change by deleting the new "Baldur's Gate 3" file and renaming "Baldur's Gate 3.bad" back to "Baldur's Gate 3" before patching, but at this point there shouldn't be any more patches so this should be a fix and forget.
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Baldur's Gate III - Latest News Jump to new posts
Information on Larian Account and uploaded saves older than 6 months Salo 27/08/26 02:02 PM
Are you a BG3 fan looking to sell your old PC or console in the next 5 weeks?

Saves made directly to your device won't expire, but if you plan to sell an old device after September 29th, and would like to transfer a save to another platform, you’ll now need to make sure that any cross-saves older than 6 months that you upload are synced and stored locally.

Read more: https://larian.club/cross-save-transfers
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Baldur's Gate III - Suggestions & Feedback Jump to new posts
Add blinding smite to bard magical secrets Zuen 25/08/26 10:43 PM
I kinda like a personal thing, but I think that most of the lvl 3 spells that you can get from Magical Secrets don't have any good melee combat spells. Ik you guys are done updating the game but i would really want to see that be in the game
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Baldur's Gate III - Suggestions & Feedback Jump to new posts
Companion reactivity during Haarlep scene asteroid ares 12/08/26 08:46 PM
I love this game, but there's one scene where the game's presentation feels really weird.


During the Haarlep scene, you're sitting there watching Haarlep initiate a sexual encounter with your Tav/Durge and the companions are basically:

🧍 🧍 🧍
“...”

And then:

[Astarion disapproves]
[Gale disapproves]
[Wyll disapproves]

Like??? That's it???

Sure, they have approval reactions to things like removing your clothes, surrendering your body, and fighting Haarlep, but there isn't really a proper response or some kind of visible reaction during the actual scene.

I be romancing Gale and he be standing six feet away watching Haarlep proposition his partner:

Haarlep: “Undress.”

Gale: 🧍

[Gale disapproves -1]

BRO. DO SOMETHING. 😭

And then you have companions like Lae'zel, who canonically has strong opinions about sharing a partner, yet the game's actual response to the Haarlep encounter is still largely an approval/disapproval reaction rather than an immediate reaction.

The game does recognise that the companions have an opinion, and you can obviously talk with them about it afterwards, but that's not the same thing as actually reacting to what they're witnessing.

I don't need Wyll to suddenly pull out a sword and interrupt the scene. I don't even need the companions to physically prevent the player from making the choice.

I just want something like:

Haarlep: makes their proposition

Tav/Durge: 😶

Romanced Wyll: 👁️👁️

Wyll: “...Are you certain?”

Astarion could visibly tense up or look away. Lae'zel could look visibly furious. Shadowheart could look uncomfortable. Anything.

Because right now the visual language is basically:

“This is an extremely significant and intimate situation involving the person you care about.”

Meanwhile the companions:

🧍 🧍 🧍 🧍

[Karlach disapproves -1]

And no, the afterwards dialogue doesn't fully solve it. The game acknowledging the choice afterwards is good, but there's a huge difference between “I disapprove of what you chose.” and “I am watching this happen to someone I love and I am reacting to it in real time.”

Especially for a romanced companion. That's where I'd argue the missing reactivity is most noticeable.

Other players have discussed this too; here's a Reddit thread with examples https://www.reddit.com/r/BaldursGat...ou_think_companions_should_have_reacted/

Basically, in summary: I am not asking for companions to prevent the player from making the choice. I'm asking for contextual animations and dialogue so their presence in the scene doesn't feel meaningless.

Because THAT is the issue.

If they're going to physically stand in the room, make them feel like they're actually in the room. Otherwise, just teleport them outside the boudoir until the scene is over, man. 😭
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Baldur's Gate III - Technical & Gameplay Problems Jump to new posts
Audio Bug Xbox NeutralQuake727 11/08/26 07:11 PM
I've been having problems with the audio in the game - playing on xbox series x. Attack sounds with melee weapons and unarmed attacks are delayed - the characters will do the attack animation and the sound plays a few seconds late. It happens with the enemies as well.
Spells and ranged attacks are working fine.
I 've tried reinstalling, resetting my xbox, changed the hdmi cable and tried different audio settings but it hasn't fixed it. I'm not using mods.
Any ideas on how to fix it?
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Baldur's Gate III - Modding Jump to new posts
Mod Request: Bonus Action “End Them Rightly” Strato Incendus 11/08/26 03:55 PM
Anyone familiar with online discussions about sword fighting has probably heard of this meme — where, accordingly to one historical fencing manual, if one wanted to end one’s opponent “quickly” (“reschlich”, falsely translated as “rightly”), one should unscrew the pommel of the sword, throw it at them, then follow it up with a melee attack.

It has been made fun of in online discussions everywhere because of how inefficient it would be to do this, and how little damage a thrown pommel would probably do if it just hit a helmet, or some other piece of armour. Yet, at the same time, there are a bunch of illustrations from the middle ages showing this exact move, suggesting it might be more than a joke, after all.

Since we already have Pommel Strike in the base BG3 game, I was wondering if a simple mod could add this? For starters, “End Them Rightly” could work exactly like Pommel Strike, but at range (Bonus Action, 1d4 of bludgeoning damage, “thrown” property, chance to daze). Any sword that has the ability Pommel Strike should also gain End Them Rightly through this hypothetical mod.

Because this ability would have the “thrown” property, therefore interact with Tavern Brawler and other abilities that boost throwing damage, though, it could be a lot stronger.

To “end them rightly” as described in the historical manuals, you would of course have to use the bonus action first, then attack the same target in melee once they’re dazed.
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Baldur's Gate III - Suggestions & Feedback Jump to new posts
Small relative size of +1 morningstar vs. base morningstar Shadowbart 10/08/26 10:40 PM
The base one is ridiculously large and intimidating. The +1 version is much smaller, and quite the letdown.

[Linked Image from i.imgur.com]

Can you drag the +1's size slider to match?

Alternatively, is there a biggerererer weapons mod with slider?
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Baldur's Gate III - Modding Jump to new posts
Redistributing char points ingame. ldo58 10/08/26 01:05 PM
Hello, in my current PT, the party is at lvl 10. At this point I think it would be nice if one of my team could move 2 pts from their DEX score to WIS.
I know we can do this with respeccing, but that means building up the character from lvl 1 again. I was wondering if there isn't an easier mod/hack for this simple shift in specs.
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General Discussion Jump to new posts
Companions / Summons - What about a Pseudodragon. WizardPus 10/08/26 12:14 AM
Would love to see a Pseudodragon. Was always in most of the fantasy books as a Wizards companion but finding one in a video game has but been non-existent.
They were not any more advantageous than other similar pets but always thought they were cool.
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Baldur's Gate III - Technical & Gameplay Problems Jump to new posts
Humanoid label bug with Hold Person? BjornGunnarson 09/08/26 12:17 AM
I'm assuming its one of my mods, but I've tried turning off any that would do it, and that didn't help. When I try and cast hold person on bugbears and goblins in the Blighted village, I see the "this spell can only be used on humanoids" message. Anyone come across this before and have an idea of what I should try next?

Edit: While it does show a goblin as having that race in the menu, it says "Fey" at the top when I Examine the NPC. That must be it, but I thought I had already turned off any mods that might affect NPCs like that.
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Scripting Jump to new posts
script for the dialogue after the NPC’s death Stepan 06/08/26 04:57 PM
Please help implement the dialogue after the NPC’s death; the Narrator is showing an error after the NPC has died.
script text
IF
CharacterUsedItem(_Player, CONT_Humans_Citz_Chest_A_002_be75935d-928f-4279-abbf-5bbe567e468d)
AND
CharacterIsPlayer(_Player, 1)
THEN
Proc_StartDialog(0,"Raven_Attake",CHARACTERGUID_Painter_Human_02acdcb0-a312-4f77-8fe3-ee88ba4fc729, _Player);

IF
DialogEnded ("Raven_Attake",_)
THEN
ProcSetRelationToPlayers(CHARACTERGUID_Painter_Human_02acdcb0-a312-4f77-8fe3-ee88ba4fc729,0);

IF
CharacterDied(Painter_Human_02acdcb0-a312-4f77-8fe3-ee88ba4fc729)
THEN
DB_DeathFlag(Painter_Human_02acdcb0-a312-4f77-8fe3-ee88ba4fc729);

IF
CharacterDied(CHARACTERGUID_Painter_Human_02acdcb0-a312-4f77-8fe3-ee88ba4fc729)0
AND
NOT DB_DeadRavenDialogDone(CHARACTERGUID_Painter_Human_02acdcb0-a312-4f77-8fe3-ee88ba4fc729)
THEN
Proc_StartDialog(0, "Dead_Raven_Speak", CHARACTERGUID_Painter_Human_02acdcb0-a312-4f77-8fe3-ee88ba4fc729, _Player);
DB_DeadRavenDialogDone(CHARACTERGUID_Painter_Human_02acdcb0-a312-4f77-8fe3-ee88ba4fc729);
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General Discussion Jump to new posts
Role play and main quest urgency NorthbyNorth 03/08/26 06:47 AM
Something I have felt in many otherwise excellent games is great mismatch between the perceived urgency and all side content.

In BG3 it was mostly evident in Laezel´s push to get to the creche as soon as possible and during Orin´s kidnapping.
Witcher 3 and Cyberpunk 2077 had very clear countdowns to oblivion that if rushed would deprive you from most of the game side content.

I understand that "Urgency" is a great motivator to keep playing, but can it be replaced? If you try to role play you feel like a traitor when visiting a "stand up contest" instead of helping your kidnapped friend.
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