Daeyena just leaves after battle (ACT 1)
Dawit Kim
Yesterday at 04:09 AM
I figured it out after reloading the fight a bunch of times.
Apparently, the problem happens when a SUMMON IS CLOSER TO DAE'YENA than any of your party members when the fight ends.
I think the game treats it as Dae'yena trying to talk to the summon..
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Re: Redoing the difficulty levels: separate Quest Difficulty and Battle Difficulty
Shadowbart
14/09/26 08:44 PM
As you figured out, there's a story mode where battles are not difficult, for adventures who are more interested in exploration than fighting. The quests are the same either way as far as I know.
Here are some tips:
1. Read everything you find. Most are just flavor, but some are involved in quests. You may see a popup that says check your quest journal J for more details. You don't have to literally read it, just the read mechanic from the right click menu.
2. Explore a lot. Some quest notes are inside locked red chests. You'll have to figure out a way to get at it. Most of these, fortunately, are not out in the open with a dozen people standing around, so hide and waiting a bit for people to wander away works.
3. Check the journal. It usually has a suggestion what to do next. Often it will put something on the map to go to next.
4. Keep pushing into new areas you haven't uncovered in the map yet. This helps for quests (especially higher-level quests) that seem at a dead end.
5. Some quests set things up for later in the game, and you have no access yet. There's quests you get in Act I you have to shelve until Act II or even Act III.
I don't think there's any quest you really need to get done to finish the game, though you may miss out on interesting questlines or "phat loot". IIRC, the fastest speedrun is less than 4 minutes!
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Re: Development of Tactical RPG game using the GaaS + Live Ops model
MoloF
14/09/26 07:39 PM
An important note: the development focuses not so much on the game itself, but on the tools used to develop it. In other words, I’m giving full priority to how and by whom the content will be created, so the primary focus is on the tools for developing the game itself.
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- Rust and the Bevy engine are used as the foundation for writing low-level code. - The Tauri content editor is described in detail; absolutely all entities are visible and fully editable. - Git is used for version control, and LFS for streaming large data sets. - A custom-built world generator ensures a consistent ecosystem; the generator already includes terrain calculation, interaction zones, object placement, and pre-rendering of potential paths the character will traverse. - Data as the source of truth—nothing is made up or hidden; the code is self-documenting and reusable. The CLI integrates with development tools, allowing for agent-based development on top of the game and more efficient world-building.
The toolkit is the foundation for creating and scaling the game; without a community, I won’t be able to build anything truly worthwhile, which is why the focus is specifically on convenience and simplifying development.
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Re: Larian needs to make the world of Divinity more interesting! 🙏
TheRomanRuler
14/09/26 01:26 PM
I don't think BG3 being more interesting to you had anything to do with it being Dungeon's & Dragons universe but rather it being game which Larian made after Divinity Original Sin 2.
I do agree that BG3 world was overall more interesting, but D&D even in some ways has less variety and diversity. Larian have been getting much better at things, and i don't think Larian's own world is inherently any less interesting or less varied. Elves are just pointy eared human elves, not flesh eating tree born elves of Larian for example. Dungeons and Dragons started 52 years ago, it has had long head start, and early Larian games were nowhere near same level as BG3, really only DOS2 is comparable but even that was made earlier and ofc without lessons they learned from DOS2. Now they have learned lessons from BG3 and have full freedom to do whatever they want with their universe, there is no way they will make it less interesting than BG3.
I have fully confidence that their next game will be on same level with BG3, and quite possibly much better. Nothing good lasts forever but i have full confidence Larian's golden age is not yet over.
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Re: Divinity 2: Developer's Cut tools
cichy45
13/09/26 07:00 PM
Are you good at blender use? Because I have done some work regarding that. Another tools. This tool: https://github.com/PmNz8/divinity2-model-viewerBrowse and preview supported Divinity II models, CAT/ITEM containers, textures, skeletons and animations, then export visual .d2model packages for Blender. It does not handle collision data, discover every runtime texture dependency, or support every asset layout. This is blender plugin: https://github.com/PmNz8/divinity2-blender-addonImport .d2model packages, edit supported geometry, UVs, materials, textures, existing LODs and animation keys, then export changes for DKS Patch Builder. It does not support collision editing, creating CAT/ITEM containers from scratch, unrestricted skinned topology or skeleton changes, or normal-map pixel export for CAT models. The asset pipeline is tricky. For example, the player dragon’s .cat container contains its own mesh, whose material explicitly references an external diffuse (DM) texture. It has no explicit normal-map (NM) or specular/gloss (SM) binding in the material slots we inspected, yet the game uses an external NM through an unresolved mechanism; SM selection remains unconfirmed. Geometry changes must target the mesh embedded in CAT, while DM and NM edits target their separate texture NIF files. In our player-dragon tests, neither embedding NM pixels inside CAT nor adding explicit links to alternative external normal maps produced any visible effect; replacing the original external NM texture did. The exporter and DKS Patch Builder preserve the recorded resource ownership and texture associations, so supported edits are applied to the appropriate files. However, not all runtime dependencies and edge cases are understood. Assets can also share textures, so editing a texture exported with one .item may affect other objects in the game. A possible next step would be to support importing modified assets as separate resources, with their own texture copies and updated references, so the changes remain isolated to the new asset. This would also require resolving how CAT assets select textures that are not explicitly linked, and ensuring the game actually uses the new asset.
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Re: Patvh 8
Halycon Styxland
13/09/26 04:19 PM
Also, how do I change the marching order of the party, I did it ages ago but have forgotten how  Thats only possible in BG1+2. In BG3, you can only pick the current leader. The other three characters follow sort of randomly.
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Spamflood
Halycon Styxland
13/09/26 04:18 PM
What are they even trying to archieve. This flood of nonsense posts will only enrage people.
Pretty frustrating that nothing can be discussed in the Divinity forum right now though. Not that there was much traffic in this forum to begin with.
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There are 6 tadpoles in the creche Zaith'isk machine room?
Shadowbart
12/09/26 07:52 PM
I know there are three, but I installed "Loot Master" mod, which sucks in everything within 50 feet, and it yoinked 6.
I hadn't done that room yet at all, just entered.
Are there some hidden in the walls in normally inaccessible areas, left by devs, or have I been missing half that phat loot all along?
I don't recommend that mod as, while it is one of the singular greatest quality of life upgrades I've ever seen, it seems buggy and games start becoming unloadable due to crashes.
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Re: Calling all Roleplayers!
ldo58
11/09/26 03:55 PM
I'm on a dark urge run. Meet my albino Duergar Berserker . ![[Linked Image from i.imgur.com]](https://i.imgur.com/AGqG45z.jpeg) Almost all her memories are gone when the game begins, but she remembers that her name sounded something like "Dunya". And therefore she uses that name in the adventure. She materialised as Bhaalspawn in a Duergar community, as an abandoned child with no known parents. She was an albino and soon began to show murderous tendencies. Because of her violent character and blood-thirst she got nicknamed Dundheargh, meaning "Dark red"in Undercommon, and before reaching adulthood, was ousted from the clan. She received one of the worst punishments possible, she was put in a sack that was tied up, and left nearby a known pathway used by mindflayers. This caught the attention of a certain Elder Brain, which arranged for her to escape the underdark and find refuge in the abandoned Bhaal temple in Baldur's Gate undercity. ![[Linked Image from i.imgur.com]](https://i.imgur.com/5zw1t4P.jpeg) There she began the recreation of a Bhaal cult, remotely supervised by the Elder Brain who would use the ancient connection with the Duergar race to guide Dunya on its plan to retrieve the Karsus crown. The rest of the story is known. In my timeline, the elder brain would create a mental rift between Bhaal and its spawn, to make her less submissive to her "father" and more amenable to the brain's plans. I'm now on lvl 4. The party consists of Dunya, berserker dark urge, Karlach, who was respecced to Battle Master fighter, Astarion, subclassed to thief and Shadowheart whose domain I changed to war domain. So, no mages. I'm curious if that will still work once we get to lvl5 and up, with few or no AoE spells available. (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.)
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Re: Crafting. Please improve
Tuco
08/09/26 11:39 AM
Not the biggest fan of crafting in general and not a feature I feel it's particularly needed to begin with, but sure... I'll take good crafting over bad crafting.
My main problem with crafting as a core feature is that once you include it becomes quite tricky to have an itemization that doesn't get overshadowed by it OR that makes crafting itself feel pointless.
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"not found" and duplicated menu options
KailDire
06/09/26 03:41 AM
I haven't played bg3 in about 2 years, booted it back up and not only are the options in the opening menu and character creations all duplicating but when i go to mods everything says "not found". Not only the mods themselves but the options in the mods menu are labeled "not found" i cannot seem to find a fix to either issue online. ive gone through every option i can find of deleting folders and deleting mods, i deleted every mod out of vortex mod manager i had been using 2 years ago, deleted vortex mod manager, deleted every bg3 or larian studio folder i could find, uninstalled the game and removed connection to steam cloud and reinstalling the game still has the same issues.
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Re: Divinity needs to learn from BG3 Romance Problems
MarvelS
05/09/26 03:56 AM
+ They are playercentric, and do not hard limit you due to gender, alignment, race (or species). Hard pass. Playercentric kills the whole romance value. No relationship past friendship feels earned. Definitely the worst design choice in the romance aspect. I'd much rather have no romance at all than playercentric romance. Well, I want to be able to choose who of the team I like most and gradually deepening that relation. Not the rush start as in BG3, but slowly like in BG2. In a real world setting I prefer restrictions. Not every love interest will reciprocate. That's life. Also in the real world, you can deepen relationships with someone non-romantically and there seems to be a pattern nowadays where deep friendships in stories can't be perceived without interpreting a romantic or sexual subtext. That's really sad.
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Re: Your hopes for future Larian games ?
Jackob28
02/09/26 08:32 AM
For future Larian games, I mostly hope they keep the things that made BG3 feel so good in the first place: real freedom, strong companions and choices that actually change how a story plays out. I’d also really like them to avoid turning the game into a shop with a story attached. I’m totally fine paying for a good expansion or some proper extra content, but I want the buying side to stay simple and out of the way.
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Re: Question to Consider When Developing Your Own Games
MoloF
31/08/26 09:01 AM
I gathered a lot of information on existing games and realized that DOS2 and BG3 are far from ideal and suffer greatly in terms of balance, although DOS2 is actually better—it offers a more responsive and varied combat experience, while BG3 is very user-friendly and intuitive; however, the two games operate on different levels.
That’s exactly why I decided I had to create a hybrid that would solve the problems of long battles, offer a robust and engaging progression system, and provide a steady stream of content to players—all while releasing a new version of the game every 6–7 years.
The conditions I arrived at: 1. The world must grow alongside the player’s progress; this makes logical sense—the world doesn’t stand still while we develop. 2. The combination of possibilities increases with level; enemy difficulty is determined by composition, roles, abilities, and behavior—but never by their number. 3. Every battle must be automatically tested to ensure it stays within balance parameters; the turn-based RPG genre fully meets this requirement. 4. Continuous game updates instead of creating separate parts; older parts—including the storyline—don’t become obsolete; the entire game is constantly being developed and optimized, while its core remains unchanged; developing a new game is always more expensive than refining an existing one.
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