Need help about the Devourer set. Cant find it anywhere.
deathndk
29/03/25 12:20 PM
So the question is simple! I missed the devourers claws(gloves). I cant get back to fort joy. I really want to complete the set but this is my first play through and i did not know about it. Is there a way to add them to my game/inventory? I do have a save editor (GIEd one is called) but i cant seem to mod an item. Also i tried with console commands and the extender but i cant seem to get the right gloves(it gives me some higher level ones that dont fit the set even if the name is the same) i am on act 3. Is there a mod or a way to do this? Even with teleport to fort joy this could work but my quests are set as archived when i do this. Anyone knows anything?
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Need help with devourer set gloves!
deathndk
28/03/25 02:16 PM
So the question is simple! I missed the devourers claws(gloves). I cant get back to fort joy. I really want to complete the set but this is my first play through and i did not know about it. Is there a way to add them to my game/inventory? I do have a save editor (GIEd one is called) but i cant seem to mod an item. Also i tried with console commands and the extender but i cant seem to get the right gloves(it gives me some higher level ones that dont fit the set even if the name is the same) i am on act 3. Is there a mod or a way to do this? Even with teleport to fort joy this could work but my quests are set as archived when i do this. Please i want yhe gloves!!
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Cantrips - how do they upgrade?
Kasai
27/03/25 10:43 PM
Edit: Never mind! After comparing the Firebolt cantrip, which upgrades its damage and the Eldritch Blast cantrip, which upgrades the amount of targets, I was actually able to find it, so for everyone interested, here goes: The property I was looking for is called "LevelMapValue". You can find the game's LevelMapValues by opening the "Uuid Object Editor" where it is located in the following folder path: Shared -> Levelmaps -> LevelMapValues So you can either copy one of the existing ones by right clicking, then selecting "Create derived in" and then selecting your own project, or simply navigate to that folder in your project and create one from scratch. Still, thanks to anyone who was about to answer!  _____________________ Hi everyone! I'm finally trying myself at modding and as a first little exercise I want to create a cantrip. I've learned almost all I need to get started, but there's one last piece of info, I could not figure out so far: What property is responsible for upgrading cantrips at character levels 5 and 10? Example: The Firebolt cantrip deals 1d10 points of fire damage by default, then gets an additional d10 at character levels 5 and 10 each for a total of 2d10 and 3d10 respectively. So my questions: 1. Which property "tells" the cantrip to upgrade at character levels 5 and 10? 2. Which property (if it is a different one) defines what those upgrades should look like (i.e. additional damage dice, additional targets, etc.)? If somebody has already figured that out and could tell me, or if there already is a post, which explains that (I didn't find any) and you could point me to it, that would be super appreciated. Thanks in advance to anyone who can help!
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Need help creating a Passive in the BG3 Toolkit
WlfVenom
27/03/25 03:04 PM
So I am in the process of making a new class using the BG3 toolkit and I seem to have hit a wall.
The problem is I am trying to create a passive feature that can be toggled on during combat with the following properties
If you get a killing blow it
1. restores your action point
2. lets you move up to half your speed
And it will do this until you no longer get a killing blow at which point it toggles off and you need a long rest.
I should also say I know nothing about coding, so any help getting this to work using the Stats and Uuid Object editors would be greatly appreciated.
I have tried copying a passive that restores an action point and telling it to activate OnDamage and IsKillingBlow() but when I try it I don't get the action point back.
Anyone have any ideas on what I can do to get it to work?
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Crashes on MacBook Pro
keikoreiko
24/03/25 10:08 AM
Hello! The game crashes frequently on my MacBook Pro (both in co-op/single player). In random moments everything freezes, the Mac loading cursor (rainbow circle) spins, and then the computer reboots. When entering the password, the game starts again (and crashes again). At first it only happened in underground locations (first time in the twin dungeons), then it started happening on the beach (where there is a fight with orcs on the way to the cave). Sometimes I can play for 20-30 minutes without crashes, including fights. Sometimes the game crashes a minute after loading.
I launched the game via Steam, and without Steam. Steam overlay is disabled. I’ve tried to hold cmd button, and disable/enable workarounds. I’ve tried full screen mode, windowed mode, false full screen mode. No apps are running in the background. I tried lowering the resolution, tried many possible combinations of graphics settings. Vsync is disabled. (I had a similar problem with DOS2 DE, but there disabling vertical sync solved the problem, but in DOS EE nothing helps...)
Specs: MacBook Pro 2020 Os X Sierra 15.3.2 2 GHz 4-core Intel Core i5 Intel Iris Plus Graphics 1536 МБ 16 ГБ 3733 MHz RAM 60+ GB of free storage
Thanks for any help!
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Open World RPG/RTS Konzept
Noxy4u
18/03/25 12:43 PM
Hello Everyone, I am currently exploring the Concept of an Open World RPG/RTS Hybrid. 1. Viability: This Concept is not new, as some Indie Developers have already explored this. Most Notable are Kenshi and Rimworld. Booth games approach this Genre from very different angles. Yet, both were very successful. The Success of these Games should prove that this genre is viable. I believe it is, therefore, necessary to analyze these 2 games and figure out, what they did right and what wrong, to achieve a successful concept. There are certainly more games that were successful in this genre, this is just a small example to prove the viability and to highlight the Player expectations. Kenshi: While built in an odd engine, this game approaches the genre from a Diablo-style perspective. Spacial Inventory, equipment, etc. No Magic but Hunger and a detailed Damage system to limbs. Fixed World but very big. Building system and Crafting mechanics. The game allows you to be part of a World. Whether you want to build a base or travel as a Nomadic Trader. Rimworld: Build in Unity, this game approaches the genre from a Colony management perspective. Features a World map and procedural generation. (Technically the game is a Story generator) The game also features random events that make every playthrue unique. I kept the description very basic, as this is not about them. But I believe they give a good direction, as both are very successful and fun. This should be sufficient proof, that this Genre has great potential, if done correctly. 2. Features:Following is a List of Features that have been implemented before and seen positive feedback. I believe however the game should be designed, in such a Way, that the Player is not forced to go down one route, but rather has the Option to do so. - Procedural Map Generation (Including a World Map) - Random events to make each Playthrue unique - Making Player Part of the World - Inventory/ Equipment system - RPG style Levels based on EXP - Quests - Base building and Crafting - Trade - Travel from Map to Map - Good Lore - Looting/Hoarding This list is by no means complete, and just a general base of what other games are already doing. Mess yourself on the Best to create something better. 3. Inventory System:To make a complex matter very simple, Baldurs Gate 3 had the right idea of what an inventory should look like. infinite Space, limited by weight, which is dependent on character attributes. A Spacial Inventory like Kenshi would increase the Complexity, I believe it would force RTS Players to focus too much on Micromanagement. --> KISS (keep it simple and stupid) A Fixed Inventory on the other hand would be way too limiting for RPG Players. (We have Hoarding needs) So a Compromise fits both bills very well without detracting from fun, while also not forcing the Player to choose one specific play style. Spacial Inventory (Kenshi): ![[Linked Image from up.picr.de]](https://up.picr.de/49379135xj.png) Fixed Inventory (Rimworld): 4. Attributes:Again a Balance between depth and simplicity is needed. Health = Increases HP Carry weight = Increases the amount of weight Carried Magic Power = Increases DMG of Magic Martial = Increases DMG of Martial Weapons Mana = Increases available Mana reserve and regeneration speed Stamina = Increases Stamina amount and regeneration Negotiation = Makes Trade prices better and higher chance of Diplomatic Success 5. World Map:Levels are usually Rectangular. Therefore, we should separate the World Map into Squares. Luckily, longitude and latitude do exactly that, while giving us a coordinate system. This allows for efficient reference of levels from the World map. The following is a representation: Full World Map: ![[Linked Image from up.picr.de]](https://up.picr.de/49294988zi.gif) Player View:
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Magic with left click?
BowieFunes
17/03/25 09:15 AM
Hi all. I recently began a new run for the awesome, original Divine Divinity and I'm having a blast. However, I rolled a mage and having to constantly press right click to cast spells is quite tedious, especially when the regular attack with left click works way better: one click and your character attacks the target until it's dead.
So, is there any way to change the regular attack with a spell, so if I left click it works the same way as a weapon?
Thanks for your help!
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Allies not appearing in honour mode ?
ldo58
15/03/25 04:36 PM
I got to the final phase of an honour mode PT. (Granted, with a mod to extend the party limit. Don't think I'd ever have made it so far with only 4) But anyway, arriving at the Fist Citadel, the mustered allies pledge their loyalty to our cause. But some are missing. During the game I had Mizora and Nine fingers promise aid in the final battle. But they didn't show up. Is this a limitation from honour mode ? I have 7 allies in total, but I I didn't see a limit listed in HM changes. Or is this something buggy ? I couldn't check in the quest log, because there is no entry for the "Gather your allies" quest.
i do regret the absence of the Lady's guard. In a previous PT, I found their aid useful in the first big battle after leaving the citadel.
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KOTOR 3, plus 1.
Talon Aaron
15/03/25 12:49 PM
A suggestion for a legendary rpg, Knights Of The Old Republic 3. If this was already suggested I didn't see it. And I know it might be impossible to get the permission from the IP holders, but I can see a KOTOR 3 thar looks like and plays similar to Baldur's Gate 3. Plus there is the symmetry of "3". (Not that important, just funny) KOTOR is a great and fertile IP planted firmly in the "Galactic Republic" from "Star Wars". Not really sure what else to say except I can imagine it would be great.
PLUS 1- I would love to see a deep and engaging rpg set in a "Lovecraftian/Steampunk" world/universe. This also seems like an unbelievably untapped genre. Cosmic-Steampunk with a hint of horror? Yes, please.
Anyway whatever comes next, I can't wait.
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quests-journal entries help
romanius16
15/03/25 11:17 AM
Hi all,
I need to ask where i can find list of all quests and their objective ID to be able to add existing but not activated quest stages into my quest- so i do not want to create new questsor add new entries but i need to find way how to update quest with existing entries. I am litle bit desperate as almost no one understand what i mean- i found some programs and guides i can unpack and convert save game file, but i realised that i need to add up missing objectIDs into quest and i am not able to find them and divinity engine crashes every time i open a project.
Thanks a lot for any advice and help,
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Shadow Sorcerer Suggested Tweaks
Grimcrackers
14/03/25 10:59 PM
So far, I have really enjoyed playing the shadow sorc and testing other subclasses on my companions. So far I have reached level 7, and have a couple of suggestions on how to improve specifically this class (though I'm not sure if some of these are already implemented, and if so, correct me.) 1. Nimbus dialogue: I don't feel like anyone would be upset if nimbus was able to be interacted with by his master. this may already be in the works or maybe not, but just some simple dialogue to make him feel more like a loyal companion and less like another summon would be nice. It'd also be neat if you maybe got special interactions relating to the hound as a shadow sorc (maybe like telling scratch he reminds you of a close friend). I'm at least somewhat aware that none of the new subclasses have unique dialogue as of yet, but when the patch is released I'd love to see how shadow sorc talks with characrers like shadowheart and shar/shadowfell related characters like Ketheric 2. Nimbus Scaling: The Hound of Ill Omen is already homebrewed pretty far from its DnD counterpart, and I honestly adore it. I love the original but this new version works and feels great for baldurs gate, but I can't help but worry he'll feel underwhelming at later levels with his current abilities and stats. Split Shadow is very cool, so I feel like extra attacks or stronger bites are mostly unnecessary, but as he levels I feel like gaining a higher dc on the elemental omens so they can proc more often, or simply giving him slightly higher stats in proportion to specifically sorcerer level (like say at level 9 his str stat raises from 16 to 18, and con raises from 13 to 16 for extra hp as to keep up with more enemies). I love Nimbus, but really would love for him to feel like a core and valuable component of my kit and not like an extra body I can occasionally use for extra sorc points or advantage. 3. Eyes of the Dark: The special darkness cast and ability to see in magical darkness is amazing, the only tweak I would ask for is possibly for the 'devil sight-like' passive that comes with the cast to maybe become a permanent passive after a certain level in order to conserve sorc points or be able to see in magical darkness without also muddying the battlefield with even more magical darkness for your party to navigate around. This suggestion is more iffy to me, and I really am not even sure about it myself, but I just noticed myself avoiding using the spell despite its power because it was such a hindrance to my party, but that might have been due less bc of the spell, and more my party composition. Those are the only suggestions I really have for the class, I'm aware buffing it may be scary as sorc is a very strong class even without its additional effects, but I really love this class and subclass and would love to see it live up to its potential. Thank you Larian, if anyone has any suggestions or feedback for me happy to hear as I am no game designer lol, hope this is helpful!
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Stress testers: what are your thoughts on the Patch 8 subclasses?
Sniffinc
12/03/25 01:45 AM
I'm going to be ignoring glitches, as I don't feel they're relevant to this discussion.
Giant barbarian: I don't think I've explored it enough to give an adequate opinion of it.
College of Glamour bard: It's powerful, yep. Against anything that can be charmed, using Mantle of Inspiration on a tanky ally and purposefully provoking opportunity attacks is brutal. Since Charm is kind of it's whole thing, I'd love to see the whole "roll to seduce" cliche taken to it's logical conclusion. Add a level 11 ability that allows all creature types to be charmed, and an item in act 3 that allows Enchantment spells to be used on anything that is currently charmed. YOU'RE NOT A TRUE BARD UNTIL YOU'VE SEXED YOUR WAY THROUGH A FINAL BATTLE!
Death Domain cleric: Bonechill and Inflict Wounds are given new unlife by this subclass. Inescapable Destruction being acquired at level 6 makes a DD cleric's Bonechill incredibly powerful during act 2, and Inflict Wounds works well with Touch of Death for pretty good damage. Now if only there were a necrotic version of Divine Intervention.
Circle of Stars druid: Need to use it more.
Arcane Archer fighter: Arcane Shots are really good, but I think the Magic Arrow class feature is probaably underappreciated. It makes Arrows of Many Targets just that much more broken.
Drunken Master monk: I need to play it more.
Oath of the Crown paladin: I just haven't enjoyed it, and I really don't know why. Maybe I'll enjoy it more if I use a glamour bard alongside it, they seem like natural teammates.
Swarmkeeper ranger: Looks interesting, but I need to play it more.
Swashbuckler rogue: Love it, more than I thought I would. A rogue that can attack head-on. I still think Panache is an extremely weird ability, though. I never once imagined rogues would be casting based on their ability to tell people "yes" in a way they'd want to hear, I don't hate but I still think it's weird
Shadow Magic sorcerer: A bit one-note, but the gameplay loop of spending sorcery points on Eyes of Darkness and summoning Nimbus to recover sorcery points is interesting. It really feels like the whole class has Shadow Blade BECAUSE of this subclass. With no enchantment, you kind of NEED the advantage from hiding in Darkness to hit with it.
Hexblade warlock: I think it's in a weird place, and maybe I don't understand it. Using the full extent of it's level 10 abilities requires an unlikely(possible but unlikely) scenario where you curse an enemy with your first strike, kill it with your next, raise a Primodial Spectre, and then use your bonus action to curse a boss standing beside your immobile spectre. It doesn't line up at all. On the other hand, it seems like a braindead multiclass dip for bards and sorcerers, because Hexed Weapon is (currently) available at level 1, and that would let your weak-armed spellboi or singer can suddenly be better at swinging swords based on how much they smile. I think in the unlikely event that there is a Hexblade-specific item added, I'd like it to be one that enhances the Accursed Spirit by replacing the bottom tier with the mid tier, and leaving the mid and upper tiers alone.
Bladesinging wizard: Too good, too much going for it. Compared to other wizard subclasses it's fine, but I feel like it's trying to be an entire team by itself. And it's pretty decent at it. Having access to a level 5/6 Shadow Blade on top of everything else is overkill. I think changing Shadow Blade's classification so wielding it prevents using Bladesong would be a very reasonable nerf, there's just too much synergy for this subclass.
I'm starting a new campaign to give the barbarian, druid, monk, and ranger a more serious look. Hopefully I'll be able to make up my mind on them lol.
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How to enable HDR?
vukeifl
08/03/25 06:25 PM
There are mentions that there was a patch with HDR support, but there is no in-game settings. Maybe I have some kind of malfunction?
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How to Make a Separate Install of PlayTest
Tortl11974
07/03/25 09:29 PM
Hello I installed the Playtest which appears as a separate game in Steam. But when I run it still sees my mods of which there are many. They are deactivated by they are causing graphical glitches and still appear in the game, such as in the character creator, even though they are deactivated. Is there a way to create a fresh and separate instance of the Play Test without deleting all the mod files from the regular game. I am still in play throughs and do not want to alter those files. Thanks for any help.
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Patch 8 - Hexblade Implementation Feedback & Suggestions
emery
06/03/25 04:27 PM
Hello, and congratulations on bringing the Hexblade subclass to Baldur’s Gate 3! 🎉 Hexblade is a fascinating Warlock subclass, but implementing it properly is quite challenging. Here’s why: Challenges of Hexblade in BG31. Eldritch Blast Dominance – Warlocks already have access to one of the best cantrips in the game: Eldritch Blast. It’s ranged, scales with Charisma for attack and damage rolls, pushes creatures without a saving throw, and gains three beams at level 11. 2. Pact Weapon Limitations – In BG3, Pact Weapons are currently restricted to melee only, making it difficult for Hexblade’s melee playstyle to compete with Eldritch Blast. Suggested ImprovementsTo make melee Hexblades more viable and provide a compelling alternative to Eldritch Blast, here are a few tweaks: 1) Rename Bind Hexed Weapon to Pact Hexed Weapon and allow it to apply Hexblade’s Curse as a bonus action when you hit. 2) Merge Hexblade’s Curse with Hex, creating a more streamlined and powerful version:Hexblade’s Empowered Curse (1st Level)
Your Hexblade Patron enhances your curses. You always have the Hex spell prepared and can cast it without expending a spell slot. While cursed, you gain the following benefits:
- Hex no longer requires concentration. - You gain your proficiency bonus to damage rolls against the cursed target. - Attack rolls against the cursed target score a critical hit on a roll of 19 or 20. - If the cursed target drops to 0 HP, you can choose to end Hex to regain HP or temporary HP equal to your Warlock level + Charisma modifier (minimum of 1 HP) or transfer the curse to another creature on a later turn (no action required).
You can use this feature a number of times equal to your Charisma modifier (minimum of once), regaining all expended uses after a Long Rest. 3) Add Two New Eldritch Invocations: Eldritch Smite
Prerequisite: Level 5+ Warlock, Pact of the Blade Invocation
Once per turn when you hit a creature with your pact weapon, you can expend a Pact Magic spell slot to deal an extra 1d8 Force damage to the target, plus another 1d8 per level of the spell slot, and you can give the target the Prone condition if it is Huge or smaller. Devouring Blade
Prerequisite: Level 11+ Warlock, Pact of the Blade Invocation
The Extra Attack of your Pact of the Blade Invocation confers two extra attacks rather than one. Final ThoughtsLet me know what you think about these changes! I believe they would make the Hexblade feel more rewarding in melee combat while maintaining balance. Also, feel free to check out my highly rated 2024 Hexblade update on D&D Beyond: 👉 Shadowfell (Hexblade 2024)Looking forward to your feedback! 😊
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Crash on loading. (After saving too many times)
cthulhuspawn82
01/03/25 07:50 PM
I started geting crashes when I tried to load my game. Going back to a previous save would work, but after making a certain number of saves the save file would become corrupted again. From testing, it is defiantly based on the number of saves made on that character. I am 40 hours in and I hit the quicksave button every few seconds, so I have made a lot of saves.
Is there any way to fix this? When I import the data.000 file of the save for a new character, I can go back to saving plenty of times, so its in that file. I assume there is some sort of counter that keeps track of how many times you have saved and maybe I caused it to overflow.
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