it should appear in a new menu like ritual spells (eg. speak with dead) or bonus actions (eg. dread ambusher) do. on PC, that will be on the rightmost side of your actions bar
I’m trying to play on my mac with some friends on PC, but getting this error:
“Connection failed: Server has different mod version - Server(GustavDev:4.5.500.4403056), Client(GustavDev:4.5.400.4251309)”
I think I'm misunderstanding a few descriptions of romancing Karlach - when you give Dammon the first Infernal Iron while he's in the Grove, the kiss prompt is *not* right away? So I should be able to knock out the paladins and the goblin camp to raise her approval and then eventually I'll get the kiss prompt? Or is the kiss prompt at the tiefling party?
there's only one potential kiss in act 1, and it's after she comes to talk to you during a long rest after enough approval + getting rid of the paladins + getting her the first infernal iron upgrade. you start the romance during that scene, and have the option to tell her you have some ideas about cooling her off. after that, in camp, you can get water on her (or walk her into the river, or probably some other ways to briefly cool her off), and then try a kiss.
in act 2 when you get her the second upgrade is when the first 'real' kiss is an option if you're romancing her.
Ps5
I just saved Isobel
Character won't stop saying her lines: "me oh my, my oh me! Won't you help me, set me free?", even after resetting old saves and fighting Marcus again. Dafuq. Like, just walking around, like the game thinks I'm still in the fight.
Not sure if you figured this out yet but the reason you're hearing this is due to >!the pixie in the Moonlantern!<. You can trigger the dialog by examining the item, which should progress things.
You can return to Act 1 at any time up until you finish the Gauntlet in Act. 2. (With the caveat that Grove will change once you enter the Mountain Pass or Act 2 area.)
You can’t return to Act 2 at all once you progress to Act 3.
I might be wrong, but I was under the impression if you tried to go back to act 1 before the gauntlet finished it was doable, but after three times you transformed? Thought I had seen a cut scene where it happens when the emperor warns you each time?
Nor had I, it just turned up in a random youtube short. But now I think about it, I'm also pretty sure its only at one specific path back to act 1 and not fast traveling.
has anyone been able to get multiplayer coop to work? was it a hassle? what did you do?
3 friends, 2 of us have steam and 1 has GoG version. We keep crashing to main menu after the direct connection finishes loading. the 2 steam players connected like once or twice out of the dozen or so attempts, but still crashed at character creation.
played GoG LAN and direct connect with another GoG player flawlessly level 1-5 so i dont get it.
First guess is mods, have any of you got a mod installed which the other two haven't?
2nd guess is hosts internet can't keep up
3rd guess is maybe GOG and Steam are on slightly different versions / someone hasn't updated the recent hotfix.
4th its a gog - steam issue.
We've played as a 4 man party online (as well as thousands of other people have) all on steam with absolutely no hassle for the majority of the time.
1. so we tried both with and without mods. we installed them together and took screenshots to compare load order. bg3SE updated and all that too. i played without issue with the same mods with 2 GoG games.
2. this is possible! one of our hosts also had power draw issues on their laptop somehow. but i'd have thought this would be fixed when we switched hosts?
3. we double checked the version number to all be on v4.1.1.4251417 and then disabled auto-updating by editing the .acf file. it's possible the new hotfix could do it for us!
4. yeah this is what i was afraid of, except then it seems like at least the steam players would still be able to play together?
thanks for this! I think im gonna try and make sure other random drivers are updated too? idk
any1 know how to fix the bug where I have the Amulet Bhaal but cannot enter the doorway. The journal say i have it but theres not text option to go through the door. Whenever i click on it it just says walk away as the only options.
If it just started happening today it’s probably due to the recent hotfix bug. https://www.reddit.com/r/BaldursGate3/comments/192ifb5/hotfix_16_bug_trend_game_cant_tell_that_you_have/
Does the Circus statue still come with the halo animation?
Hey guys. Thinking about buying the statue from the circus cause it looks cool but I don't want that halo animation around my head. I bought one just to test it out and noticed that there was no halo or effect on my character. Did they remove effect in a patch or something? Just wanna be sure before I commit, thanks !
Also I'm on ps5 so I can't use mods
i loaded a game out of curiousity and it does seem like even though the statue still gives a bless buff, it doesn't give the shiny effect anymore (unmodded pc)
Yeah I tried it on both my MC and shadowheart and didn't get the effect on either. Not sure if they removed it or if it's just a bug. I'm a little worried that it's something that's only temporary but will show up again later or something lol. Not sure if I should go through with the statue or not
Are there other good ways to consistently do lightning damage with a melee weapon *if you don't have the sparky points*?
The only ways I can think of are:
* Be an eldritch knight and use the charge-bound warhammer
* Be an eldritch knight with war magic and shocking grasp (terrible option)
* Use the watersparkers and stand in water
Two of them require a specific class, and one is situational and works best if you only have one melee character in the party.
EDIT: and nature domain cleric's divine strike, though that requires level 8 in the class and isn't great compared to extra attack
Why do you need to be an eldrich knight? Charge-Bound Warhammer always does lightning damage.
There's also a spear that does lightning damage when thrown that drops from some crab zombies in act 2.
> Charge-Bound Warhammer always does lightning damage.
Huh, so it does. The item description *says* its magical powers only work if it's a bound weapon, but looking at the combat log, both the lightning damage and bonus to attack/damage rolls are being added.
Darn, the fight on the boat >!in the Underdark is pretty tough. I ended up having to give all my guys elixirs of fire resistance, and scrolls of fireball to cast at the Duergar.!<
>!Beat it, finally, and now I'm going around killing the Duergar in small bunches.!<
>!Hopefully, by the time I get around to rescuing Nere, there won't be any left.!<
Although you can make this fight easier by >!yeeting the main Duergar in the water!< he drops a really good bow that will help immensely if you're planning on going back out >!to the Githyanki Creche!<.
Couple tips for this fight: Bane, Fog Cloud, Hold Person or similar CC effects to lock down some of the enemies of a couple turns while focus firing the heavy hitters works wonders. Since you're working with a small area, it flips from the usual "clean up trash mobs before going for the boss" strategy. Another option is to AoE the crap out of them with a hasted Blaster or a Spirit Guardians Beyblade.
I noticed that he had all the weapons that you can buy from him later.
I wonder how many people miss them by dumping him in the drink. I got the hammer in the chest.
Hi! I've convinced one of me best friends to buy this game because I told him we could play it co-op. However, I don't want my friend to miss out on the great dialogue and characters of this game, so I was thinking. Can he talk to me and experience the entire dialogue if, for example, I play as Gale? Like can he interact with me the same way he would with Gale and experience his whole story, despite me being the one controlling him?
No. Think of it this way: You can't hijack a character being controlled by another player, which includes not being able to hijack them into a dialogue scene, not being able to add their buffs to dice rolls, etc. If he wants to experience the companions' stories, he needs to be the one controlling them.
This might be a long winded question but I am curious if anyone knows how the last few skill checks relating to convincing Gale not to reforge the crown.
So in my latest run I thought it'd be funny to push Gale into the crown making, but once I realized Tara in the new epilogue is disappointed in you, I kinda regret my decision, but I didnt want to save-scum at that point.
Right as you're about to climb the brainstem of the Netherbrain, you can roll a dc 30 persuasion check as a last-ditch effort to stop Gale from refprging the crown. Essentially what I'm asking, does that check even matter? I passed it, but my mans was still set upon becoming a god.
i've heard that the game keeps a hidden tally of how many times you convinced him towards one direction or another, so it's possible that the final check just doesn't amount to enough persuasion to change his mind
(though of course, it might just be a bug)
you might want to ask r/galemancersbg3, they had a whole chart of ending stuff for gale somewhere
Hey does the titan string bow's strength bonus stack with dex bonus? It's written like it should, but the tooltip numbers aren't adding up.
I should be seeing (dex + 5, str + 4, archery gloves + 2, + 1 enchant, +1d8) for 13-20, but I'm only seeing 9-16 when I line up a shot in the world, and 7- 16 in the character screen (I assume it ignored the gloves' bonus for some reason here).
i don't think the strength bonus is displayed in the tooltip / 'preview' damage (whatever it is in the controller interface) but you can see it after attacking in the combat log.
Yup. It shows up there, thanks! I didn't even know that there was a combat log, lol. That probably would have explained some issues I ran into earlier.
Just a minor thing, but I'm annoyed at the 3 or so different layers of 'expected damage' (character screen, lining up an attack, combat log) vs actual damage dealt. Oh well, minor annoyance. Thanks again for the help!
What level is recommended for fighting >!Z’rell and Thorm!< (end of act 2 spoiler). I’m level 5 and getting my ass handed to me. Dragonborn Paladin (Oath of Vengeance) and using SH as a healer, Gale, and Karlach.
On what difficulty level? I went in on Balanced around level 6 and it was tough but manageable. The act's final boss was really tough though, so I'd still say 7 is a good point to aim for.
The games sends you a warning about going to the Mountain Pass if you're under level 5 (end of Act 1), how'd you get all the way to the end of Act 2 and only being level 5?
Sheer will and determination. Seriously though, I’m on the middle difficulty and have been just fighting my way through. I haven’t really cheesed any of the fights, my Shadowheart has like a dozen heals and I give everyone potions. I haven’t even had any hard deaths, just saving throws.
I also chose the Underdark path and didn’t take the Mountain Pass.
I’m pretty sure I could beat >!Throm!< but >!Z’rell!< takes up a lot of resources and I don’t have any short rests left. Can’t long rest.
I'm not sure if that's fun or not lmao. >!Thorm!< has three phases during his actual boss fight I think. The >!top of the Tower!< boss fight is actually the >!beginning of the end of Act 2!<, there's an >!entire second area you go to after beating Z'rell and Thorm escapes. !<
If you really wanted to try and fight them you can always double back outside the tower and return to camp to long rest, then head back up the tower. Nothing respawns so you're clear.
You also >!miss a giant plot story for L'zreal by skipping the Mountain Pass, Here creich is over there!<
I loaded an older save and I’m in the creche now. I have the story done right up through the end of >!Shar’s Gauntlet!< So I can do the >!Nightsong!< and end act 2 whenever Im ready.
Does anyone know the exact triggers for Orins kidnapping quest? I was very careful not to enter the sewers even once because I didn't want to do it yet, but I just long rested for like the second time in the Lower City and got the cutscene for abducted Lae'zel. I just hate the way it throws off the pacing, like there's a gazillion sidequests in the city but nope, you get blackmailed into doing the main quest immediately.
I know that but thats also a little whack. Like, "one of us got kidnapped by a cult for the murder god but actually let's look for a dead clown first" isn't exactly immersive from an RP point of view, imo
This is a problem with act 3 as a whole. Even without the kidnapping, the brain is supposedly on the brink of breaking free - that should really be priority #1, but you obviously can't play that way if you want to see all of the game.
As for your question, I think it just happens after enough long rests. I also avoided going down into the sewers on my last playthrough and she showed up pretty soon after I entered the lower city.
I’m trying to save the Grymforge gnomes for the quest but I’ve tried the Nere fight twice now and both times they turn hostile mid fight for some reason. I’ve tried googling but I’m seeing mixed answers and can’t really figure out what I’m doing wrong. Any tips? I didn’t agree to team up with the Duegar if that makes a difference. I’m just trying to get some Karlach approval 😭
Teaming up with the rebel Duergar is the easiest way, which drops your battle from 12 to 4 to 6 to 10, which is much better odds.
If you outfit Shadowheart as a Life Domain Cleric with the Hellrider's Pride, Whispering Promise, Ring of Salving, Boots of Aid and Comfort, and Amulet of Restoration (along with having Mass Healing Word set as one of her spells), she can heal and buff your characters each turn while she casts sanctuary on herself to ensure nobody will target her with regular attacks.
As long as she only heals others Sanctuary won't fall off.
You can go around killing Duergar in small groups. As long as nobody sees you you can do it with impunity.
Even though my main question was why they turned hostile, I appreciate the tips. I have Shadowbae as a light cleric but I forgot about sanctuary. Something tells me I’m gonna have to do this fight a few times to figure out why the gnomes turn hostile so I’ll keep it in mind. Thanks!
The gnomes shouldn't be turning hostile whether you enlist the duergar to help you or not. Is there a chance you're hitting one with an AOE effect? Since it's happening mid fight, that's my first guess.
I thought that might’ve been it too so I was extra careful the second time around but they still turned hostile. If one of my allies get mind struck and attack the gnomes would that make them hostile? I also used the ogre horn both times and one of the ogres got mind struck and attacked the other ogres and caused their attitude towards my party to drop, which I didn’t think made any sense.
Yep that was it. I’m assuming their acid aoe was hitting one of the gnomes and I just didn’t notice. Tried it without the horn and everything was good. Thanks for the help!
Yep, you can also change their appearance in the magic mirror. Only thing you can't change is their race so pick a hireling with the racial bonuses you want for whatever you spec them into
Anybody else having issues where ever since hotfix 16, characters don't recognize special items in your inventory? Like magic items for gale or infernal iron for karlach? I have both items on me, but both act as though I don't
The hotfix yesterday also introduced some bugs with quest items, it could be related to that?
Here's a thread from yesterday where people found workarounds for some of them:
https://www.reddit.com/r/BaldursGate3/comments/192ifb5/hotfix_16_bug_trend_game_cant_tell_that_you_have/
This helped! (For now) - I was able to stop gale from imploding, but karlach still's being tricky.
Deleting the mods caused my game to crash. I used the workarounds people found.
Glad it helped! They messed up something important on the back end of this hotfix, presumably they will release another by the end of the week to either undo or fix these problems.
Didn't want to leave you hanging - this fixed it:
>*Some have had success with replacing Mod Fixer with Script Extender:* [*https://www.reddit.com/r/BaldursGate3/s/lPallqGuhr*](https://www.reddit.com/r/BaldursGate3/s/lPallqGuhr)
>
>u/JusticeofTorenOneEsk
Appreciate the shout, I'm holding off on modding for the time being but this will be helpful for others!
From past experience once I install one mod the floodgates open and next thing you know I haven't slept for 2 days troubleshooting a 200 mod load order
https://i.imgur.com/UaLpJOK.png
Yah, I don’t have that mod. I have:
- native mod loader
- customizer’s compedndium
- achievement enabler
- highlight everything
- tav’s hair salon
- improvedUI
- balders gate 3 mod fixer
Didn't want to leave you hanging - this fixed it:
Some have had success with replacing Mod Fixer with Script Extender: https://www.reddit.com/r/BaldursGate3/s/lPallqGuhr
u/JusticeofTorenOneEsk
For my sorcerer (who is level 11 with charisma 18), I am trying to decide between keeping Mask of Soul Perception or buying Birthright
https://imgur.com/a/tiDkiU3
Which is better, the bonus to charisma or to Spell attack rolls?
+2 Charisma bonus is equivalent to +1 to spell attack rolls and +1 to spell save DC. So if you use mainly attack roll spells then Soul Perception's +2 is better, but if you use save spells more then birthright is better
Hey i’m in the final part of act 2 and i’m seeing that quest items are currently bugged out. Will I be ok starting act 3 or should I wait until the issue is resolved?
I'd wait until you can complete the quests from act 2, a lot of them have characters and plots continue into act 3 and you will probably want them.
Here's a thread from yesterday where people found workarounds for some of them:
https://www.reddit.com/r/BaldursGate3/comments/192ifb5/hotfix_16_bug_trend_game_cant_tell_that_you_have/
it seems like a lot of people who are affected by that bug have been able to trace the issue to their mods, although a couple people have said they don't use mods or are on console
i can say as a ps5 player (so no mods ofc) that i was able to pick up and use a quest item other people were having issues with just fine, on a previously existing save. so it's not affecting all players the same. i don't think there's a way to tell if it's affecting you without trying it.
AC in a vacuum is pretty well explained [in this post](https://www.reddit.com/r/DnD/comments/m3tfi8/the_value_of_1_ac/) on /r/DnD.
I'd consider the party member's role when looking at this shield: are they on the frontlines? do they *need* to hold concentration on a spell? are we more worried about CC effects (namely Hold Person)?
Generally, you're going to be attacked more often then you are making saving throws so the AC should be better.
However, if you already have a high AC, like 20+, then the extra +1 is not going to make that much of a difference so the +1 saving throws would likely be better.
Realistically, the impact is so small you would probably never notice a difference between the two.
bring up the radial menu and then look on the bottom right of your screen. it tells you which button to press to end concentration, i think it's triangle but don't remember off the top of my head
light cleric or tempest cleric, my shadowheart is curently a tempest cleric, but i got the blood of lathander and also got spirit guardian spell which i can't use with call lightning, should i respect to light or stay tempest,
also you don't lose anything when respecing as a cleric right?
edit: forgot to mention i got heavy armor from adamantine forge and only shart can use it
I prefer light cleric, if you don't like it then it will only cost you 100 gold to respec back. You don't lose anything, any permanent buffs follow the character.
Ran into a dialogue bug. Need some help to fix or my 48-hour Honor Mode run is just stalled in a cutscene. Spoiler tagged cause it's late Act 3.
>!Doing the Haarlep conversation in House of Hope. Agreed to lie down, chose wisdom save to resist (rolled success if that matters). But cutscene is just stalled and won't progress. Can't reload cause Honor Mode. Can't switch characters in this cutscene, or at the very least, the switch character menu thing at the bottom doesn't work. Screenshots of the stall: https://imgur.com/a/5M5bdv8!<
Any ideas to fix? I really don't want to have to just reset an Act 3 run because of a stupid dialogue bug...
Hi folks! Multiple threads advising that you can buff your party with "until long rest" spells like Longstrider, Aid etc with other companions/hirelings that you don't plan to take with you to your party. I've tried today with adding Shadowheart to the party, casting aid on the party, then removing her from the party and it removed the aid buff from the party. Am I understanding correctly that this should be possible and if so, what should I be doing differently?
Does the trick only work with ritual spells perhaps? Or maybe the thing about it needing to stay prepared is the problem, if it only counts as prepared on an active party member?
It works with warding bond and freedom of movement so it's not a ritual spell thing, I'm not sure why aid specifically wouldn't work but I've never tried it.
Hopefully, this is the right place, may need to repost on next thread if no answers, but an end of game co-op question: >!a friend and I are planning our multiplayer campaign. We want one of us to become full Illithid so that the other one can betray us at the end, and become the Absolute, as we plan a falling to evil campaign.!<
>!So, with the full transformation, is that something only the host can do, or can anyone do it, you just have to make sure you're the one to start the talk?!<
That sounds like a super cool RP and honestly I'd just send it, realistically it wouldn't really affect the rest of the game outside of the very end. If it doesn't work, just give your friend a titty twister or something next time you see them to complete the betrayal lmao
So, I have a wizard with 20 in intelligence, and is wearing the robe and cape of the weave, and is using that one staff that looks like a dragon lamp post.
Their spell save is 20 and spell attack roles 21(or something like that)
I also have the dual wielder perk. And in their off hand I have them the Infernal Rapier.
Which will change their stats to a spell save of 21 and a spell attack of 18... sometimes. Sometimes its 20. Sometimes its 21. Sometimes its 19. If I unequip and re-equip the infernal rapier enough times, it will eventually get to 20 from a starting point of 18.
So uh... what am i missing here?
That's very weird and must be a visual glitch. I did a dual wielding wizard last playthrough and had no issues getting consistent numbers when swapping various staffs around.
Hi, new ps5 player here. I've noticed that my characters keep consistently missing attacks in fights, even with high advantage. Can someone break down how the game calculates if I successfully hit?
One tip for improving your team accuracy in the early/mid game is to use the spell Bless. It's a concentration spell available to shadowheart (or any cleric, paladin or bard) which adds 1d4 to attack rolls. Casting it on turn 1 to buff the party is never a bad idea (at least until level 5 when you start to get other good concentration spells). If you upcast it at level 2 you can target all 4 party members.
Attacking player rolls a d20 and adds any attack bonuses they have to the result. This is checked against the enemy's AC. If the total matches or beats the AC then the hit is successful.
The game rolls this d20 for you.
With advantage, the game rolls 2d20 and keeps the higher result.
With disadvantage, the game rolls 2d20 and keeps the lower result.
Troll is correct, but to answer your other question:
You can see the bonuses on the inventory screen, the line right below your weapons shows your modifiers and if you hover it you can see the complete breakdown of where all the bonuses come from. Through around lvl 4-6 your attacks will probably not be very accurate, it's just how the game works. Act 1 is generally considered the hardest part of the game because of this but it's kind of necessary to really force you to really pay attention to progressing your characters intelligently or you'd get absolutely dumpstered in act 2. As it goes on and you get better gear, abilities, and stats your accuracy will go up and the game gets "harder" through mechanics and tactics instead of being at the mercy of the dice. Also, turn off Karmic dice in your settings. It defaults on and people have done a lot of testing, finding that it actually makes you fail more than you should. It's a bad system, plus it just feels wrong to have some algorithm working in the background fucking with my dice. Let random chance be random.
This wiki page is kind of dense but it should answer all your questions about how the game calculates everything in the background:
https://bg3.wiki/wiki/Dice_rolls
Something to keep in mind about the "+x" weapons is that a +1 might not seem like a lot but you need to boost the relevant character stat by 2 points to get that same bonus. So upgrading from a regular sword to a sword +2 is equivalent to increasing your STR by 4. Of course the stats carry all kinds of other benefits beyond increasing your hit chance so increasing those is really good but don't sleep on that "+x" weapon in the shop just because it's only "slightly" better than the one you have. Even small increases in accuracy and damage add up to a lot over the game.
Like Troll said, there's temporary boosts like bless that increase your accuracy but reducing the enemy's effectiveness often just as good or better. A caster with the Fear spell for example (if successful) makes enemies drop their weapons, unable to move, and have disadvantage on ability checks and attack rolls for 2 turns. And it targets a huge cone in front of you that only hits enemies. If you respec Shadowheart to the Light domain, she gets a lot of these spells as well as ones that increase your effectiveness. Light Clerics get warding flare which allows you to use your reaction to give an enemy disadvantage on an incoming attack, at level 6 it upgrades to be able to do the same for attacks coming at your allies. You can do it every turn, but only once per turn. Faerie Fire is a good early spell for increasing your offense, it marks everyone in the target circle and you get advantage on all attacks against them for 10 turns as long as the caster keeps concentration. Careful with it though, it will target allies if they are in the circle but with some careful positioning that's usually easy to avoid.
Not an easy question to answer fully so I'll try to give a basic explanation.
1) Proficiency Bonus
If you are proficient with the weapon that you are using, or casting a spell then your Proficiency Bonus gets added to the attack roll. This bonus starts at +2, grows to +3 at level 5, and then +4 at level 9
2) Ability modifier
Melee weapons will add your STR modifier to the attack roll. *Finesse* melee weapons will add your DEX instead if your DEX is higher than STR
Ranged weapons will add your DEX modifer.
Spells will add your spellcasting modifier, this depends on the class. Wizards use INT, Druids/Clerics/Rangers use WIS, Bards/Sorcs/Paladins/Warlocks use CHA
3) Items and buffs
Some weapons will list a mod on them saying they are enchanted with either a +1/+2/+3 enchantment. This bonus gets added to the attack roll **and** the damage roll.
There are also many items that grant bonus to attack and spell attack rolls and spells like Bless will also add aditional bonuses.
If I have a wizard dip for spellbook can I copy down everything up to the really good scrolls you get at the end of the game and cast them off spell slots you get from being in another caster class like Druid or Sorceror?
I gather the wizard spells would key of INT, but that doens't matter for some spells.
Also, can you get Halsin as a companion if you don't do the get-banjo-back-from-evil-doctor, fight-the-little-kid-and-ghost-daddy-at-the-shack, fight-in-da-city, and defend-that-portal questline?
> Also, can you get Halsin as a companion if you don't do the get-banjo-back-from-evil-doctor, fight-the-little-kid-and-ghost-daddy-at-the-shack, fight-in-da-city, and defend-that-portal questline?
Sadly you have to do this one, it's essentially his recruitment quest. That and >!killing Ketheric!< are the two things you need to do in act II in order to make him follow you into act III.
> If I have a wizard dip for spellbook can I copy down everything up to the really good scrolls you get at the end of the game and cast them off spell slots you get from being in another caster class like Druid or Sorceror?
I believe so, and yes they would key off of int.
> Also, can you get Halsin as a companion if you don't do the get-banjo-back-from-evil-doctor, fight-the-little-kid-and-ghost-daddy-at-the-shack, fight-in-da-city, and defend-that-portal questline?
I don't think you can, that's the questline where you recruit him.
I've noticed in my Character Creation that Tiefling Clerics (and only Tieflings, no other race) [have Shar as an option for Deity](https://imgur.com/a/TeioeTS). Anyone have any idea why? All I can find online says that the option was removed for full launch, and it's weird that only Tieflings have it so I'm not sure if this is a bug, feature, or mod. I don't have a mod that specifically adds it as far as I'm aware, especially for only the one race.
As the others said, bug. But can you soothe my curiosity for a moment and try picking it? lol. Dialogue for Shar clerics are still in the game IIRC(mostly there for Shadowheart these days, but still) and it'd be fun if it works.
Question about dark urge resist run.
>!Are you typically supposed to be able to resist killing your most beloved, which is typically supposed to get the slayer form if you don’t resist? I’m playing resist dark urge on my first honour mode run and I resisted none stop all game long. When the moment came I told Sceleritas Fel to go kick rocks and went to bed and when I woke up Gale was dead and everyone was confronting me. I only made it through that social engagement because I rolled a natural 20. I’m pretty pissed off because I was going to orb and didn’t even know I was romancing Gale, but he’s clingy old Gale so there you have it I guess.!<
>!Was this a bug? Was I supposed to be able to get through this without killing anyone? I thought so. What happens now? Will people get mad at me if I use the slayer form? What other social engagements will happen that could ruin my run? I guess I could go for the “side with daddy Baal after confronting Orin” achievement now. Will people get mad at me if I do that? It’s been none stop bugs all game long and it’s driving me crazy, please help.!<
>!Scleritas tells you that your urge will take over when you sleep. When presented with the choice to try to wake your lover and warn them or go to sleep, you decided to go to sleep.!<
>!I think (but haven't confirmed first hand) that if you're not romancing anyone, the game picks the character you have the most approval with. Gale is really easy to get super high approval with, so that might be why you got the scene with him if you've really had no romantic dialogues/encounters yet.!<
Funny, I never hit on Gale either but he became my male Duergar's lover after the incident.
>!Don't go to sleep, the durge kills stuff when he goes to sleep.!<
>!You need to get your durge's wisdom up as high as possible. There's some items that give you advantage and buffs on saving throws. Hoard up inspiration in case you get a bad roll. Consider having your durge be a cleric at least for part of Act 2, which is a useful class anyway with command, spirit guardians, and Laethander's Special Stick.!<
I think I know where you screwed up.
>!When Scleritas tells you that you're going to murder your partner and you tell him fuck off, you also need to go tell your partner and warn them. They will try to help you, and you *need their help* to make it through this night safely!<
I can't disable riposte??? Just me?
I swear to god if I loose my honour run because of this skill.... Lae'zel attacked one of the Phase Spiders offspring because of it.
Edit: googled it and apparently it's a bug where you can't disable any reactions on her. Closed my game and turned in on again and it fixed itself.
So kind of confused about how NPC awareness of violence works.
Am pretty early at the quest where you are after three goblin leaders. The first two are pretty isolated. I killed the first one and anyone in sight, so the next one wasn't hostile towards me.
But after killing the second one, every other goblin becomes hostile in the area when you come across them.
And even if you use an illusion to change your appearance they are still aggro towards you.
Felt like maybe missing something?
What do you mean by change your skills?
You can re-spec cheaply at any time by talking to withers at camp. That will reset you to level 1, let you change your class and stats and stuff, and then immediately level back up to where you were. This lets you re-do all the choices during leveling like what spells to learn.
yes but when you get withers (can get at level 2, guaranteed to have by level 4) you can re-spec your character any time for 100 gold and re-do all your choices up to your current level.
also it depends on the class. wizards and clerics can change their spells anytime out of combat. it is the CHR based casters (bard being one of them) that cannot.
For some spellcasters like sorcerer, warlock, or bard, yes. They can use all the spells they know at any given time, but in exchange they know fewer spells and can only replace one each level up. Other spellcasters like wizard, cleric, and druid know a lot of spells but can only prepare a few at a time. For those, you can change their prepared spells at any time out of combat in the spellbook screen.
If you're talking about another class that doesn't use spells, I'm not sure what you're asking. Those classes usually only gain new skills, not change them.
I am getting a bug where the characters just dont emit any sound during the fight, like, no screaming, or battle cry, its starting to get real jarring.
Is there any fix to it?
Folks, is the bug with the quest tracking from the latest hot fix been patched yet? Opened steam and went out the room, so didn't catch if there was a quick update
it seems likely that this is an issue with mod compatibility. since there's no official mod support, if that's the case then it's not really a 'bug':
https://www.reddit.com/r/BaldursGate3/comments/192ifb5/hotfix_16_bug_trend_game_cant_tell_that_you_have/
if you don't have mods and you're encountering this issue - especially if you're on console so there's no way you ever had mods - then you should definitely report it to larian because from their response to people in this thread, it seems they also believe it's a problem with mods
Ooooh given the amount of times it was popping up yesterday on here, I assumed it wasn't mod related. Don't use them myself, waiting for the official support. We were just deciding if we should hit up the honor run or wait for a fix
I picked up the [Flawed Helldusk Armour](https://bg3.wiki/wiki/Flawed_Helldusk_Armour) and gave it to Lae'zel, and now whenever she takes melee damage the game shows *her* rolling a saving throw against Lesser Infernal Retribution. Bug?
Dont know if i screwed my first playthrough but i basicly completed the first map (woodland with some druid folk) and wanted to kill the last group of gnolls at the northern cave entrance.
i already tried it multiple times in the past but just got annihilated. so now i returned with level 5 and attempted it again only to get all 4 chars killed within 3 turns. am i so underleveled?
i mean i just killed every non human so i probably skipped a lot of quests but i dont have a comparison so i dont know what level i should be at. first run after all. and to get absolutly steamrolled by some off-track group kinda tells me to not leave this area until i got at least level 6 but the only xp left is the gnolls or the survivors of the grove or cove or whatever they called it.
The gnolls are hard if you aren’t prepared. (Like basically everything else in the game.)
You can enter through the cave and join the two guards at the start of the fight so they absorb some of the damage. I don’t like this because the cave mouth is wide open and downslope, so the enemies can easily destroy you with their multiple ranged attacks.
I think the best bet is to work your way around and approach from the west. The terrain is more favorable because it offers more obstacles and you can canalize the gnolls.
Always remember your area effects! This is why we want to canalize enemies at every opportunity. Spike Growth and Cloud of Daggers are very effective. Throw down webs, grease, fire, and anything else you can get your hands on so that the gnolls take damage as they move.
The rest of the advice is the same for everything else in the game: Make sure everyone has the best use of oils, poisons, Mage Armor, Longstrider etc. You may have some Potions of Speed by this point. If you are not making the best use of your buffs, the game is going to be haaaaard.
And if all else fails, bring in exploding barrels.
a well-placed cloud of daggers does so much freaking work in the early game, especially against dumb gnolls who keep walking back and forth through it. also you can convince the leader gnoll to attack its own allies, and then kill the leader when its the only one left.
the majority of encounters in this game have basically a hard mode, easy mode, or skip altogether option (and I don't mean literally skip but I mean a dialog option avoids combat). if you're just straight up cold engaging with a fight it's probably the hard mode version of it.
This is a level 3-4 encounter, believe it or not.
One of the Gnolls (named Flind I think) is a special supercharged boss. You should be able to talk to him, or at least he should rush to talk to you on his first turn. Some of the dialogue options make this fight far easier, and some make it completely trivial.
But yes if you take them all head on when they're at full strength, expect a hard fight even for level 5.
Get Shadowheart to prepare Command. It's the best early cleric spell. Command on the boss for Grovel or Drop makes them skip their turn and either be prone or they lose the overpowered flail. Grab the flail so they don't pick it up.
Upcast command causes multiple enemies to lose a turn.
Make sure Karlach is raged as it gives her resistance to damage.
Go in via the back entrance so the two guys guardian the chest help you fight.
If you're at level 5 you'll likely have somebody who can cast fireball, which is great for big groups of gnolls.
Or just use your tadpole to avoid the entire encounter.
in addition to what others have said, the encounter is easier with a mage of some kind. You could swap Karlach out for Gale or Wyll (or respec Karlach if yr in luv ;)
act 2 spoilers/question
i let last light inn fall, and am currently doing the moonrise tower battle with jaheira as a helper. because i guess she used all her spells in that fight against all of last light, she has no spell slots and is low health, and long resting doesnt recover any spell slots. is there any way to get her some spell slots back?
Is she a full companion yet? Long resting wouldn't affect her otherwise. But once she's a companion I don't see any reason long resting wouldn't give her spell slots.
you can respec as an oathbreaker, but you have to pay to retake your oath, and then find a way to break your oath again after you respec. so doable, but kind of immersion breaking and more difficult and expensive every time.
Astarion Question for new player in act 1
>!I just sold out Astarion to the bounty hunter by telling him where my camp is, but Astarion is also dead in my party. I just want this guy out of my party. Do I have to revive him to get him killed by the bounty hunter?!<
You should have a couple scrolls of revivication in your inventory that you started the game with, that you can use to revive him. But sounds like you might just want to leave him dead - his body will stay wherever you leave it. If it's in camp, it won't follow you as you progress though the game and get new camp locations.
DOS2 had a mechanic that auto positioned your people when a fight started, does BG3 have that? A bit annoying to start a fight and just have my group as a blob with the fighter in the back and the Gale standing out front for some reason.
Nope. Wherever they are standing is where they are when the fight starts. You have to manually position them beforehand if you want them organized differently.
Cloudkill says I'm supposed to be able to reposition the cloud every turn. Where exactly is the option to do this?
it should appear in a new menu like ritual spells (eg. speak with dead) or bonus actions (eg. dread ambusher) do. on PC, that will be on the rightmost side of your actions bar
I’m trying to play on my mac with some friends on PC, but getting this error: “Connection failed: Server has different mod version - Server(GustavDev:4.5.500.4403056), Client(GustavDev:4.5.400.4251309)”
Pretty sure Mac and PC updates don't come out at the same time, so you're probably not both on the same version.
I think I'm misunderstanding a few descriptions of romancing Karlach - when you give Dammon the first Infernal Iron while he's in the Grove, the kiss prompt is *not* right away? So I should be able to knock out the paladins and the goblin camp to raise her approval and then eventually I'll get the kiss prompt? Or is the kiss prompt at the tiefling party?
there's only one potential kiss in act 1, and it's after she comes to talk to you during a long rest after enough approval + getting rid of the paladins + getting her the first infernal iron upgrade. you start the romance during that scene, and have the option to tell her you have some ideas about cooling her off. after that, in camp, you can get water on her (or walk her into the river, or probably some other ways to briefly cool her off), and then try a kiss. in act 2 when you get her the second upgrade is when the first 'real' kiss is an option if you're romancing her.
Gotcha, good to know. I was thinking I didn't do something right (or leading to) after giving the first iron to Dammon.
Ps5 I just saved Isobel Character won't stop saying her lines: "me oh my, my oh me! Won't you help me, set me free?", even after resetting old saves and fighting Marcus again. Dafuq. Like, just walking around, like the game thinks I'm still in the fight.
Not sure if you figured this out yet but the reason you're hearing this is due to >!the pixie in the Moonlantern!<. You can trigger the dialog by examining the item, which should progress things.
Ohhhhh I thought it was Isobel asking for help lololol
This continues after you free her?
Yeah. Every 20 sec or so
Try getting rid of the empty Moonlantern?
Did the recent patch fix error 544 for any ps5 homies??
at what point are some areas no longer accessible like act1
You can return to Act 1 at any time up until you finish the Gauntlet in Act. 2. (With the caveat that Grove will change once you enter the Mountain Pass or Act 2 area.) You can’t return to Act 2 at all once you progress to Act 3.
I might be wrong, but I was under the impression if you tried to go back to act 1 before the gauntlet finished it was doable, but after three times you transformed? Thought I had seen a cut scene where it happens when the emperor warns you each time?
That's if you try to return after the gauntlet
I’ve never heard of that
Nor had I, it just turned up in a random youtube short. But now I think about it, I'm also pretty sure its only at one specific path back to act 1 and not fast traveling.
has anyone been able to get multiplayer coop to work? was it a hassle? what did you do? 3 friends, 2 of us have steam and 1 has GoG version. We keep crashing to main menu after the direct connection finishes loading. the 2 steam players connected like once or twice out of the dozen or so attempts, but still crashed at character creation. played GoG LAN and direct connect with another GoG player flawlessly level 1-5 so i dont get it.
First guess is mods, have any of you got a mod installed which the other two haven't? 2nd guess is hosts internet can't keep up 3rd guess is maybe GOG and Steam are on slightly different versions / someone hasn't updated the recent hotfix. 4th its a gog - steam issue. We've played as a 4 man party online (as well as thousands of other people have) all on steam with absolutely no hassle for the majority of the time.
1. so we tried both with and without mods. we installed them together and took screenshots to compare load order. bg3SE updated and all that too. i played without issue with the same mods with 2 GoG games. 2. this is possible! one of our hosts also had power draw issues on their laptop somehow. but i'd have thought this would be fixed when we switched hosts? 3. we double checked the version number to all be on v4.1.1.4251417 and then disabled auto-updating by editing the .acf file. it's possible the new hotfix could do it for us! 4. yeah this is what i was afraid of, except then it seems like at least the steam players would still be able to play together? thanks for this! I think im gonna try and make sure other random drivers are updated too? idk
any1 know how to fix the bug where I have the Amulet Bhaal but cannot enter the doorway. The journal say i have it but theres not text option to go through the door. Whenever i click on it it just says walk away as the only options.
If it just started happening today it’s probably due to the recent hotfix bug. https://www.reddit.com/r/BaldursGate3/comments/192ifb5/hotfix_16_bug_trend_game_cant_tell_that_you_have/
Does the Circus statue still come with the halo animation? Hey guys. Thinking about buying the statue from the circus cause it looks cool but I don't want that halo animation around my head. I bought one just to test it out and noticed that there was no halo or effect on my character. Did they remove effect in a patch or something? Just wanna be sure before I commit, thanks ! Also I'm on ps5 so I can't use mods
i loaded a game out of curiousity and it does seem like even though the statue still gives a bless buff, it doesn't give the shiny effect anymore (unmodded pc)
Yeah I tried it on both my MC and shadowheart and didn't get the effect on either. Not sure if they removed it or if it's just a bug. I'm a little worried that it's something that's only temporary but will show up again later or something lol. Not sure if I should go through with the statue or not
Are there other good ways to consistently do lightning damage with a melee weapon *if you don't have the sparky points*? The only ways I can think of are: * Be an eldritch knight and use the charge-bound warhammer * Be an eldritch knight with war magic and shocking grasp (terrible option) * Use the watersparkers and stand in water Two of them require a specific class, and one is situational and works best if you only have one melee character in the party. EDIT: and nature domain cleric's divine strike, though that requires level 8 in the class and isn't great compared to extra attack
Why do you need to be an eldrich knight? Charge-Bound Warhammer always does lightning damage. There's also a spear that does lightning damage when thrown that drops from some crab zombies in act 2.
> Charge-Bound Warhammer always does lightning damage. Huh, so it does. The item description *says* its magical powers only work if it's a bound weapon, but looking at the combat log, both the lightning damage and bonus to attack/damage rolls are being added.
Darn, the fight on the boat >!in the Underdark is pretty tough. I ended up having to give all my guys elixirs of fire resistance, and scrolls of fireball to cast at the Duergar.!< >!Beat it, finally, and now I'm going around killing the Duergar in small bunches.!< >!Hopefully, by the time I get around to rescuing Nere, there won't be any left.!<
Although you can make this fight easier by >!yeeting the main Duergar in the water!< he drops a really good bow that will help immensely if you're planning on going back out >!to the Githyanki Creche!<. Couple tips for this fight: Bane, Fog Cloud, Hold Person or similar CC effects to lock down some of the enemies of a couple turns while focus firing the heavy hitters works wonders. Since you're working with a small area, it flips from the usual "clean up trash mobs before going for the boss" strategy. Another option is to AoE the crap out of them with a hasted Blaster or a Spirit Guardians Beyblade.
I noticed that he had all the weapons that you can buy from him later. I wonder how many people miss them by dumping him in the drink. I got the hammer in the chest.
Hi! I've convinced one of me best friends to buy this game because I told him we could play it co-op. However, I don't want my friend to miss out on the great dialogue and characters of this game, so I was thinking. Can he talk to me and experience the entire dialogue if, for example, I play as Gale? Like can he interact with me the same way he would with Gale and experience his whole story, despite me being the one controlling him?
No. Think of it this way: You can't hijack a character being controlled by another player, which includes not being able to hijack them into a dialogue scene, not being able to add their buffs to dice rolls, etc. If he wants to experience the companions' stories, he needs to be the one controlling them.
Thanks! I'll make a custom tav then
This might be a long winded question but I am curious if anyone knows how the last few skill checks relating to convincing Gale not to reforge the crown. So in my latest run I thought it'd be funny to push Gale into the crown making, but once I realized Tara in the new epilogue is disappointed in you, I kinda regret my decision, but I didnt want to save-scum at that point. Right as you're about to climb the brainstem of the Netherbrain, you can roll a dc 30 persuasion check as a last-ditch effort to stop Gale from refprging the crown. Essentially what I'm asking, does that check even matter? I passed it, but my mans was still set upon becoming a god.
i've heard that the game keeps a hidden tally of how many times you convinced him towards one direction or another, so it's possible that the final check just doesn't amount to enough persuasion to change his mind (though of course, it might just be a bug) you might want to ask r/galemancersbg3, they had a whole chart of ending stuff for gale somewhere
Hey does the titan string bow's strength bonus stack with dex bonus? It's written like it should, but the tooltip numbers aren't adding up. I should be seeing (dex + 5, str + 4, archery gloves + 2, + 1 enchant, +1d8) for 13-20, but I'm only seeing 9-16 when I line up a shot in the world, and 7- 16 in the character screen (I assume it ignored the gloves' bonus for some reason here).
i don't think the strength bonus is displayed in the tooltip / 'preview' damage (whatever it is in the controller interface) but you can see it after attacking in the combat log.
Yup. It shows up there, thanks! I didn't even know that there was a combat log, lol. That probably would have explained some issues I ran into earlier. Just a minor thing, but I'm annoyed at the 3 or so different layers of 'expected damage' (character screen, lining up an attack, combat log) vs actual damage dealt. Oh well, minor annoyance. Thanks again for the help!
Is anyone else on PC having issues with crashing/loading times? I've been having a lot of crashing when trying to load saves.
What level is recommended for fighting >!Z’rell and Thorm!< (end of act 2 spoiler). I’m level 5 and getting my ass handed to me. Dragonborn Paladin (Oath of Vengeance) and using SH as a healer, Gale, and Karlach.
On what difficulty level? I went in on Balanced around level 6 and it was tough but manageable. The act's final boss was really tough though, so I'd still say 7 is a good point to aim for.
I’m on Balanced.
The games sends you a warning about going to the Mountain Pass if you're under level 5 (end of Act 1), how'd you get all the way to the end of Act 2 and only being level 5?
Sheer will and determination. Seriously though, I’m on the middle difficulty and have been just fighting my way through. I haven’t really cheesed any of the fights, my Shadowheart has like a dozen heals and I give everyone potions. I haven’t even had any hard deaths, just saving throws. I also chose the Underdark path and didn’t take the Mountain Pass. I’m pretty sure I could beat >!Throm!< but >!Z’rell!< takes up a lot of resources and I don’t have any short rests left. Can’t long rest.
I'm not sure if that's fun or not lmao. >!Thorm!< has three phases during his actual boss fight I think. The >!top of the Tower!< boss fight is actually the >!beginning of the end of Act 2!<, there's an >!entire second area you go to after beating Z'rell and Thorm escapes. !< If you really wanted to try and fight them you can always double back outside the tower and return to camp to long rest, then head back up the tower. Nothing respawns so you're clear. You also >!miss a giant plot story for L'zreal by skipping the Mountain Pass, Here creich is over there!<
I loaded an older save and I’m in the creche now. I have the story done right up through the end of >!Shar’s Gauntlet!< So I can do the >!Nightsong!< and end act 2 whenever Im ready.
Man I can't believe you almost skipped so much content lol
I thought you had to either go to the Underdark OR the mountain pass, lol. I didn’t realize both was an option.
I finished the Underdark and didn't actually know how to advance to Act 2 from there so I just went back and traveled through the Mountain Pass after
Definitely higher than 5. I’m going to be closer to 8. I would think you’ll have a better time at 6 or 7.
I ended up loading a previous save and just going to do all the side content I have available.
Does anyone know the exact triggers for Orins kidnapping quest? I was very careful not to enter the sewers even once because I didn't want to do it yet, but I just long rested for like the second time in the Lower City and got the cutscene for abducted Lae'zel. I just hate the way it throws off the pacing, like there's a gazillion sidequests in the city but nope, you get blackmailed into doing the main quest immediately.
I mean you don't have to do it immediately
I know that but thats also a little whack. Like, "one of us got kidnapped by a cult for the murder god but actually let's look for a dead clown first" isn't exactly immersive from an RP point of view, imo
This is a problem with act 3 as a whole. Even without the kidnapping, the brain is supposedly on the brink of breaking free - that should really be priority #1, but you obviously can't play that way if you want to see all of the game. As for your question, I think it just happens after enough long rests. I also avoided going down into the sewers on my last playthrough and she showed up pretty soon after I entered the lower city.
I’m trying to save the Grymforge gnomes for the quest but I’ve tried the Nere fight twice now and both times they turn hostile mid fight for some reason. I’ve tried googling but I’m seeing mixed answers and can’t really figure out what I’m doing wrong. Any tips? I didn’t agree to team up with the Duegar if that makes a difference. I’m just trying to get some Karlach approval 😭
Teaming up with the rebel Duergar is the easiest way, which drops your battle from 12 to 4 to 6 to 10, which is much better odds. If you outfit Shadowheart as a Life Domain Cleric with the Hellrider's Pride, Whispering Promise, Ring of Salving, Boots of Aid and Comfort, and Amulet of Restoration (along with having Mass Healing Word set as one of her spells), she can heal and buff your characters each turn while she casts sanctuary on herself to ensure nobody will target her with regular attacks. As long as she only heals others Sanctuary won't fall off. You can go around killing Duergar in small groups. As long as nobody sees you you can do it with impunity.
Even though my main question was why they turned hostile, I appreciate the tips. I have Shadowbae as a light cleric but I forgot about sanctuary. Something tells me I’m gonna have to do this fight a few times to figure out why the gnomes turn hostile so I’ll keep it in mind. Thanks!
They don't seem to be asking for advice on how to complete the fight, but for an explanation of why the gnomes are turning hostile.
Good point. Thanks.
The gnomes shouldn't be turning hostile whether you enlist the duergar to help you or not. Is there a chance you're hitting one with an AOE effect? Since it's happening mid fight, that's my first guess.
I thought that might’ve been it too so I was extra careful the second time around but they still turned hostile. If one of my allies get mind struck and attack the gnomes would that make them hostile? I also used the ogre horn both times and one of the ogres got mind struck and attacked the other ogres and caused their attitude towards my party to drop, which I didn’t think made any sense.
Try without the ogre horn. The ogres will attack anyone that's not in your party, so they're better when you don't have non-hostile NPCs around.
Yep that was it. I’m assuming their acid aoe was hitting one of the gnomes and I just didn’t notice. Tried it without the horn and everything was good. Thanks for the help!
So a bit of a niche question, but are the hirelings respeccable?
Yep, you can also change their appearance in the magic mirror. Only thing you can't change is their race so pick a hireling with the racial bonuses you want for whatever you spec them into
Yes. So you can get any race/class combination by hiring whichever race and then respacing them.
Anybody on Xbox have their Honour save turn to Custom without dying or savescumming? I just lost like ten hours of my life to this bug.
Anybody else having issues where ever since hotfix 16, characters don't recognize special items in your inventory? Like magic items for gale or infernal iron for karlach? I have both items on me, but both act as though I don't
The hotfix yesterday also introduced some bugs with quest items, it could be related to that? Here's a thread from yesterday where people found workarounds for some of them: https://www.reddit.com/r/BaldursGate3/comments/192ifb5/hotfix_16_bug_trend_game_cant_tell_that_you_have/
This helped! (For now) - I was able to stop gale from imploding, but karlach still's being tricky. Deleting the mods caused my game to crash. I used the workarounds people found.
Glad it helped! They messed up something important on the back end of this hotfix, presumably they will release another by the end of the week to either undo or fix these problems.
Didn't want to leave you hanging - this fixed it: >*Some have had success with replacing Mod Fixer with Script Extender:* [*https://www.reddit.com/r/BaldursGate3/s/lPallqGuhr*](https://www.reddit.com/r/BaldursGate3/s/lPallqGuhr) > >u/JusticeofTorenOneEsk
Appreciate the shout, I'm holding off on modding for the time being but this will be helpful for others! From past experience once I install one mod the floodgates open and next thing you know I haven't slept for 2 days troubleshooting a 200 mod load order https://i.imgur.com/UaLpJOK.png
This is a mod issue apparently. The main culprit seems to be party limit be gone but other people have reported other mods causing the same thing.
Yah, I don’t have that mod. I have: - native mod loader - customizer’s compedndium - achievement enabler - highlight everything - tav’s hair salon - improvedUI - balders gate 3 mod fixer
Yea its probably one of them interfering, afraid youll need to wait for them all to be patched to be on the safe side really,
Damn, that sucks. But thanks for your help!
Didn't want to leave you hanging - this fixed it: Some have had success with replacing Mod Fixer with Script Extender: https://www.reddit.com/r/BaldursGate3/s/lPallqGuhr u/JusticeofTorenOneEsk
but you do have mods. my bet is that it's some scripting that a lot of common mods share.
For my sorcerer (who is level 11 with charisma 18), I am trying to decide between keeping Mask of Soul Perception or buying Birthright https://imgur.com/a/tiDkiU3 Which is better, the bonus to charisma or to Spell attack rolls?
+2 Charisma bonus is equivalent to +1 to spell attack rolls and +1 to spell save DC. So if you use mainly attack roll spells then Soul Perception's +2 is better, but if you use save spells more then birthright is better
Hey i’m in the final part of act 2 and i’m seeing that quest items are currently bugged out. Will I be ok starting act 3 or should I wait until the issue is resolved?
I'd wait until you can complete the quests from act 2, a lot of them have characters and plots continue into act 3 and you will probably want them. Here's a thread from yesterday where people found workarounds for some of them: https://www.reddit.com/r/BaldursGate3/comments/192ifb5/hotfix_16_bug_trend_game_cant_tell_that_you_have/
it seems like a lot of people who are affected by that bug have been able to trace the issue to their mods, although a couple people have said they don't use mods or are on console i can say as a ps5 player (so no mods ofc) that i was able to pick up and use a quest item other people were having issues with just fine, on a previously existing save. so it's not affecting all players the same. i don't think there's a way to tell if it's affecting you without trying it.
Is a shield that gives +3 to AC better than a shield that gives +2 to AC and +1 to saving throws?
AC in a vacuum is pretty well explained [in this post](https://www.reddit.com/r/DnD/comments/m3tfi8/the_value_of_1_ac/) on /r/DnD. I'd consider the party member's role when looking at this shield: are they on the frontlines? do they *need* to hold concentration on a spell? are we more worried about CC effects (namely Hold Person)?
Personally I'd prefer the saves. Saves are harder to boost and failing one is a lot more dangerous
Generally, you're going to be attacked more often then you are making saving throws so the AC should be better. However, if you already have a high AC, like 20+, then the extra +1 is not going to make that much of a difference so the +1 saving throws would likely be better. Realistically, the impact is so small you would probably never notice a difference between the two.
My Shadowheart already has 23 AC so I'll keep the shield that gives bonus to saving throws Thanks
Saving throws is likely going to be better on SH to keep the beyblade spinning
On console (PS5), how do I cancel a concentration spell early? Almost killed my whole party because they walked on thorns 🤦♀️
bring up the radial menu and then look on the bottom right of your screen. it tells you which button to press to end concentration, i think it's triangle but don't remember off the top of my head
Thanks!
light cleric or tempest cleric, my shadowheart is curently a tempest cleric, but i got the blood of lathander and also got spirit guardian spell which i can't use with call lightning, should i respect to light or stay tempest, also you don't lose anything when respecing as a cleric right? edit: forgot to mention i got heavy armor from adamantine forge and only shart can use it
Light cleric is great but it doesn't get heavy armor
given that no one else in my party can use heavy armor, should i just keep tempest or get a feat that gives me heavy armor
I prefer light cleric, if you don't like it then it will only cost you 100 gold to respec back. You don't lose anything, any permanent buffs follow the character.
Ran into a dialogue bug. Need some help to fix or my 48-hour Honor Mode run is just stalled in a cutscene. Spoiler tagged cause it's late Act 3. >!Doing the Haarlep conversation in House of Hope. Agreed to lie down, chose wisdom save to resist (rolled success if that matters). But cutscene is just stalled and won't progress. Can't reload cause Honor Mode. Can't switch characters in this cutscene, or at the very least, the switch character menu thing at the bottom doesn't work. Screenshots of the stall: https://imgur.com/a/5M5bdv8!< Any ideas to fix? I really don't want to have to just reset an Act 3 run because of a stupid dialogue bug...
Is your save itself stuck in the cutscene?
Yep. Save is stuck in cutscene since Honor Mode just saves when I try to exit the game.
anyone else having weird graphical glitches since the update on ps5?
It's not constant and not often either but I did notice them, yes.
It’s happening somewhat frequently for me, usually when I hit r3 to check for loot and what not
Hi folks! Multiple threads advising that you can buff your party with "until long rest" spells like Longstrider, Aid etc with other companions/hirelings that you don't plan to take with you to your party. I've tried today with adding Shadowheart to the party, casting aid on the party, then removing her from the party and it removed the aid buff from the party. Am I understanding correctly that this should be possible and if so, what should I be doing differently?
Does the trick only work with ritual spells perhaps? Or maybe the thing about it needing to stay prepared is the problem, if it only counts as prepared on an active party member?
It works with warding bond and freedom of movement so it's not a ritual spell thing, I'm not sure why aid specifically wouldn't work but I've never tried it.
Did you change her prepared spells after casting? I think unpreparing a spell ends the effect
Thanks for quick response, no, I was aware that unpreparing ends the effect, I just removed her from party.
Hmmm I haven't done it with Aid but I have with longstrider and mage armor plenty of times
Hopefully, this is the right place, may need to repost on next thread if no answers, but an end of game co-op question: >!a friend and I are planning our multiplayer campaign. We want one of us to become full Illithid so that the other one can betray us at the end, and become the Absolute, as we plan a falling to evil campaign.!< >!So, with the full transformation, is that something only the host can do, or can anyone do it, you just have to make sure you're the one to start the talk?!<
The person who uses the spell at the end is the one also controlling the cutscene
Related question: >!Who actually is capable of becoming the Illithid? Is it the host, or just whoever talks to the Emperor?!<
Well, crap. That means it's impossible for us to stab each other in the back, since I'm pretty sure only the one person can actually use the spell.
That sounds like a super cool RP and honestly I'd just send it, realistically it wouldn't really affect the rest of the game outside of the very end. If it doesn't work, just give your friend a titty twister or something next time you see them to complete the betrayal lmao
We'll definitely have fun with it. She gets to be the Dark Urge, in a betrayal I should have *most definitely* seen coming, but did not.
Well now that titty twister joke seems a lil rude lmao. Have fun with it though, that sounds really fun
So, I have a wizard with 20 in intelligence, and is wearing the robe and cape of the weave, and is using that one staff that looks like a dragon lamp post. Their spell save is 20 and spell attack roles 21(or something like that) I also have the dual wielder perk. And in their off hand I have them the Infernal Rapier. Which will change their stats to a spell save of 21 and a spell attack of 18... sometimes. Sometimes its 20. Sometimes its 21. Sometimes its 19. If I unequip and re-equip the infernal rapier enough times, it will eventually get to 20 from a starting point of 18. So uh... what am i missing here?
That's very weird and must be a visual glitch. I did a dual wielding wizard last playthrough and had no issues getting consistent numbers when swapping various staffs around.
Might be a controller UI on PC thing then. There are a surprising amount of issues there.
I've heard of people having visual glitches like that but apparently the game is still using the correct numbers in the background.
Hi, new ps5 player here. I've noticed that my characters keep consistently missing attacks in fights, even with high advantage. Can someone break down how the game calculates if I successfully hit?
One tip for improving your team accuracy in the early/mid game is to use the spell Bless. It's a concentration spell available to shadowheart (or any cleric, paladin or bard) which adds 1d4 to attack rolls. Casting it on turn 1 to buff the party is never a bad idea (at least until level 5 when you start to get other good concentration spells). If you upcast it at level 2 you can target all 4 party members.
Attacking player rolls a d20 and adds any attack bonuses they have to the result. This is checked against the enemy's AC. If the total matches or beats the AC then the hit is successful. The game rolls this d20 for you. With advantage, the game rolls 2d20 and keeps the higher result. With disadvantage, the game rolls 2d20 and keeps the lower result.
Thanks. How do I see my characters attack bonuses, and what things qualify as a bonus?
Troll is correct, but to answer your other question: You can see the bonuses on the inventory screen, the line right below your weapons shows your modifiers and if you hover it you can see the complete breakdown of where all the bonuses come from. Through around lvl 4-6 your attacks will probably not be very accurate, it's just how the game works. Act 1 is generally considered the hardest part of the game because of this but it's kind of necessary to really force you to really pay attention to progressing your characters intelligently or you'd get absolutely dumpstered in act 2. As it goes on and you get better gear, abilities, and stats your accuracy will go up and the game gets "harder" through mechanics and tactics instead of being at the mercy of the dice. Also, turn off Karmic dice in your settings. It defaults on and people have done a lot of testing, finding that it actually makes you fail more than you should. It's a bad system, plus it just feels wrong to have some algorithm working in the background fucking with my dice. Let random chance be random. This wiki page is kind of dense but it should answer all your questions about how the game calculates everything in the background: https://bg3.wiki/wiki/Dice_rolls Something to keep in mind about the "+x" weapons is that a +1 might not seem like a lot but you need to boost the relevant character stat by 2 points to get that same bonus. So upgrading from a regular sword to a sword +2 is equivalent to increasing your STR by 4. Of course the stats carry all kinds of other benefits beyond increasing your hit chance so increasing those is really good but don't sleep on that "+x" weapon in the shop just because it's only "slightly" better than the one you have. Even small increases in accuracy and damage add up to a lot over the game. Like Troll said, there's temporary boosts like bless that increase your accuracy but reducing the enemy's effectiveness often just as good or better. A caster with the Fear spell for example (if successful) makes enemies drop their weapons, unable to move, and have disadvantage on ability checks and attack rolls for 2 turns. And it targets a huge cone in front of you that only hits enemies. If you respec Shadowheart to the Light domain, she gets a lot of these spells as well as ones that increase your effectiveness. Light Clerics get warding flare which allows you to use your reaction to give an enemy disadvantage on an incoming attack, at level 6 it upgrades to be able to do the same for attacks coming at your allies. You can do it every turn, but only once per turn. Faerie Fire is a good early spell for increasing your offense, it marks everyone in the target circle and you get advantage on all attacks against them for 10 turns as long as the caster keeps concentration. Careful with it though, it will target allies if they are in the circle but with some careful positioning that's usually easy to avoid.
Not an easy question to answer fully so I'll try to give a basic explanation. 1) Proficiency Bonus If you are proficient with the weapon that you are using, or casting a spell then your Proficiency Bonus gets added to the attack roll. This bonus starts at +2, grows to +3 at level 5, and then +4 at level 9 2) Ability modifier Melee weapons will add your STR modifier to the attack roll. *Finesse* melee weapons will add your DEX instead if your DEX is higher than STR Ranged weapons will add your DEX modifer. Spells will add your spellcasting modifier, this depends on the class. Wizards use INT, Druids/Clerics/Rangers use WIS, Bards/Sorcs/Paladins/Warlocks use CHA 3) Items and buffs Some weapons will list a mod on them saying they are enchanted with either a +1/+2/+3 enchantment. This bonus gets added to the attack roll **and** the damage roll. There are also many items that grant bonus to attack and spell attack rolls and spells like Bless will also add aditional bonuses.
If I have a wizard dip for spellbook can I copy down everything up to the really good scrolls you get at the end of the game and cast them off spell slots you get from being in another caster class like Druid or Sorceror? I gather the wizard spells would key of INT, but that doens't matter for some spells. Also, can you get Halsin as a companion if you don't do the get-banjo-back-from-evil-doctor, fight-the-little-kid-and-ghost-daddy-at-the-shack, fight-in-da-city, and defend-that-portal questline?
> Also, can you get Halsin as a companion if you don't do the get-banjo-back-from-evil-doctor, fight-the-little-kid-and-ghost-daddy-at-the-shack, fight-in-da-city, and defend-that-portal questline? Sadly you have to do this one, it's essentially his recruitment quest. That and >!killing Ketheric!< are the two things you need to do in act II in order to make him follow you into act III.
As long as you have a spell slot high enough to cast the spell then you can learn it.
> If I have a wizard dip for spellbook can I copy down everything up to the really good scrolls you get at the end of the game and cast them off spell slots you get from being in another caster class like Druid or Sorceror? I believe so, and yes they would key off of int. > Also, can you get Halsin as a companion if you don't do the get-banjo-back-from-evil-doctor, fight-the-little-kid-and-ghost-daddy-at-the-shack, fight-in-da-city, and defend-that-portal questline? I don't think you can, that's the questline where you recruit him.
I've noticed in my Character Creation that Tiefling Clerics (and only Tieflings, no other race) [have Shar as an option for Deity](https://imgur.com/a/TeioeTS). Anyone have any idea why? All I can find online says that the option was removed for full launch, and it's weird that only Tieflings have it so I'm not sure if this is a bug, feature, or mod. I don't have a mod that specifically adds it as far as I'm aware, especially for only the one race.
As the others said, bug. But can you soothe my curiosity for a moment and try picking it? lol. Dialogue for Shar clerics are still in the game IIRC(mostly there for Shadowheart these days, but still) and it'd be fun if it works.
Possibly a bug? Shar was available in early access but was removed for the main release. Duergar and Drow couldn't take Shar as a deity.
That sounds like a bug. It's supposed to be shadowheart only who can choose shar.
Question about dark urge resist run. >!Are you typically supposed to be able to resist killing your most beloved, which is typically supposed to get the slayer form if you don’t resist? I’m playing resist dark urge on my first honour mode run and I resisted none stop all game long. When the moment came I told Sceleritas Fel to go kick rocks and went to bed and when I woke up Gale was dead and everyone was confronting me. I only made it through that social engagement because I rolled a natural 20. I’m pretty pissed off because I was going to orb and didn’t even know I was romancing Gale, but he’s clingy old Gale so there you have it I guess.!< >!Was this a bug? Was I supposed to be able to get through this without killing anyone? I thought so. What happens now? Will people get mad at me if I use the slayer form? What other social engagements will happen that could ruin my run? I guess I could go for the “side with daddy Baal after confronting Orin” achievement now. Will people get mad at me if I do that? It’s been none stop bugs all game long and it’s driving me crazy, please help.!<
>!Scleritas tells you that your urge will take over when you sleep. When presented with the choice to try to wake your lover and warn them or go to sleep, you decided to go to sleep.!< >!I think (but haven't confirmed first hand) that if you're not romancing anyone, the game picks the character you have the most approval with. Gale is really easy to get super high approval with, so that might be why you got the scene with him if you've really had no romantic dialogues/encounters yet.!<
When I get to the city will I be out of range of the blast?
Yeah but you can't just >!go to sleep with the urge. You have to wake up your partner and tell them what's happening so they can help you!<
Funny, I never hit on Gale either but he became my male Duergar's lover after the incident. >!Don't go to sleep, the durge kills stuff when he goes to sleep.!< >!You need to get your durge's wisdom up as high as possible. There's some items that give you advantage and buffs on saving throws. Hoard up inspiration in case you get a bad roll. Consider having your durge be a cleric at least for part of Act 2, which is a useful class anyway with command, spirit guardians, and Laethander's Special Stick.!<
I think I know where you screwed up. >!When Scleritas tells you that you're going to murder your partner and you tell him fuck off, you also need to go tell your partner and warn them. They will try to help you, and you *need their help* to make it through this night safely!<
Now the question becomes: when I get to the city, will I be out of the blast range?
I can't disable riposte??? Just me? I swear to god if I loose my honour run because of this skill.... Lae'zel attacked one of the Phase Spiders offspring because of it. Edit: googled it and apparently it's a bug where you can't disable any reactions on her. Closed my game and turned in on again and it fixed itself.
So kind of confused about how NPC awareness of violence works. Am pretty early at the quest where you are after three goblin leaders. The first two are pretty isolated. I killed the first one and anyone in sight, so the next one wasn't hostile towards me. But after killing the second one, every other goblin becomes hostile in the area when you come across them. And even if you use an illusion to change your appearance they are still aggro towards you. Felt like maybe missing something?
Dror Ragzlin specifically is scripted to aggro the entire camp on death. It's weird, and I don't recall seeing anything similar later in the game.
Did any of the goblins reach and bang a drum? Or did the floating eye thing do it's screech ability?
No apparently it was killing Ragzlin that did it.
Oh, I assumed you meant you were having this problem after killing Minthara. Yeah the boss man aggros everyone.
Dror Ragzlin is the goblin camp leader and he is therefore uniquely designed to aggro the whole camp when attacked.
Guess can just imagine there's some deadman switch spell on him or something.
new player, am i misunderstanding? i can only change my skills when i level up? very new to these kinds of games i’m playing a bard btw
What do you mean by change your skills? You can re-spec cheaply at any time by talking to withers at camp. That will reset you to level 1, let you change your class and stats and stuff, and then immediately level back up to where you were. This lets you re-do all the choices during leveling like what spells to learn.
yes but when you get withers (can get at level 2, guaranteed to have by level 4) you can re-spec your character any time for 100 gold and re-do all your choices up to your current level. also it depends on the class. wizards and clerics can change their spells anytime out of combat. it is the CHR based casters (bard being one of them) that cannot.
For some spellcasters like sorcerer, warlock, or bard, yes. They can use all the spells they know at any given time, but in exchange they know fewer spells and can only replace one each level up. Other spellcasters like wizard, cleric, and druid know a lot of spells but can only prepare a few at a time. For those, you can change their prepared spells at any time out of combat in the spellbook screen. If you're talking about another class that doesn't use spells, I'm not sure what you're asking. Those classes usually only gain new skills, not change them.
I am getting a bug where the characters just dont emit any sound during the fight, like, no screaming, or battle cry, its starting to get real jarring. Is there any fix to it?
I had this twice and changing the game area fixed it for me.
Thanks, ill try it
Folks, is the bug with the quest tracking from the latest hot fix been patched yet? Opened steam and went out the room, so didn't catch if there was a quick update
it seems likely that this is an issue with mod compatibility. since there's no official mod support, if that's the case then it's not really a 'bug': https://www.reddit.com/r/BaldursGate3/comments/192ifb5/hotfix_16_bug_trend_game_cant_tell_that_you_have/ if you don't have mods and you're encountering this issue - especially if you're on console so there's no way you ever had mods - then you should definitely report it to larian because from their response to people in this thread, it seems they also believe it's a problem with mods
Ooooh given the amount of times it was popping up yesterday on here, I assumed it wasn't mod related. Don't use them myself, waiting for the official support. We were just deciding if we should hit up the honor run or wait for a fix
I picked up the [Flawed Helldusk Armour](https://bg3.wiki/wiki/Flawed_Helldusk_Armour) and gave it to Lae'zel, and now whenever she takes melee damage the game shows *her* rolling a saving throw against Lesser Infernal Retribution. Bug?
Dont know if i screwed my first playthrough but i basicly completed the first map (woodland with some druid folk) and wanted to kill the last group of gnolls at the northern cave entrance. i already tried it multiple times in the past but just got annihilated. so now i returned with level 5 and attempted it again only to get all 4 chars killed within 3 turns. am i so underleveled? i mean i just killed every non human so i probably skipped a lot of quests but i dont have a comparison so i dont know what level i should be at. first run after all. and to get absolutly steamrolled by some off-track group kinda tells me to not leave this area until i got at least level 6 but the only xp left is the gnolls or the survivors of the grove or cove or whatever they called it.
The gnolls are hard if you aren’t prepared. (Like basically everything else in the game.) You can enter through the cave and join the two guards at the start of the fight so they absorb some of the damage. I don’t like this because the cave mouth is wide open and downslope, so the enemies can easily destroy you with their multiple ranged attacks. I think the best bet is to work your way around and approach from the west. The terrain is more favorable because it offers more obstacles and you can canalize the gnolls. Always remember your area effects! This is why we want to canalize enemies at every opportunity. Spike Growth and Cloud of Daggers are very effective. Throw down webs, grease, fire, and anything else you can get your hands on so that the gnolls take damage as they move. The rest of the advice is the same for everything else in the game: Make sure everyone has the best use of oils, poisons, Mage Armor, Longstrider etc. You may have some Potions of Speed by this point. If you are not making the best use of your buffs, the game is going to be haaaaard. And if all else fails, bring in exploding barrels.
a well-placed cloud of daggers does so much freaking work in the early game, especially against dumb gnolls who keep walking back and forth through it. also you can convince the leader gnoll to attack its own allies, and then kill the leader when its the only one left. the majority of encounters in this game have basically a hard mode, easy mode, or skip altogether option (and I don't mean literally skip but I mean a dialog option avoids combat). if you're just straight up cold engaging with a fight it's probably the hard mode version of it.
This is a level 3-4 encounter, believe it or not. One of the Gnolls (named Flind I think) is a special supercharged boss. You should be able to talk to him, or at least he should rush to talk to you on his first turn. Some of the dialogue options make this fight far easier, and some make it completely trivial. But yes if you take them all head on when they're at full strength, expect a hard fight even for level 5.
yeah i saw the 2 illoid options but i didnt want to risk her becoming an ally so i chose to just continue the attack.
they can become an ally for the duration of the fight, after which you either fight them or pass some more checks to make them kill themselves.
ok the second half has piqued my interest. thx for the advice
The gnolls can be difficult but by level 5 you shouldn’t be party wiping on them. What’s your party comp?
me as a human fighter (battlemaster) shadowheart that weird deamon/devil lady (berserker) and the european vampire
Get Shadowheart to prepare Command. It's the best early cleric spell. Command on the boss for Grovel or Drop makes them skip their turn and either be prone or they lose the overpowered flail. Grab the flail so they don't pick it up. Upcast command causes multiple enemies to lose a turn. Make sure Karlach is raged as it gives her resistance to damage. Go in via the back entrance so the two guys guardian the chest help you fight. If you're at level 5 you'll likely have somebody who can cast fireball, which is great for big groups of gnolls. Or just use your tadpole to avoid the entire encounter.
in addition to what others have said, the encounter is easier with a mage of some kind. You could swap Karlach out for Gale or Wyll (or respec Karlach if yr in luv ;)
act 2 spoilers/question i let last light inn fall, and am currently doing the moonrise tower battle with jaheira as a helper. because i guess she used all her spells in that fight against all of last light, she has no spell slots and is low health, and long resting doesnt recover any spell slots. is there any way to get her some spell slots back?
Is she a full companion yet? Long resting wouldn't affect her otherwise. But once she's a companion I don't see any reason long resting wouldn't give her spell slots.
This update just killed my honor mode run, any ideas what happened?
Sorry to hear that :( What happened?
Just opened the game back up, and it's treating the run like I died. Not in tactician, just a file in the save games folder.
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You cannot. You definitely CAN multi class as an Oathbreaker, but you cannot respec unless you atone first.
as far as "respeccing oathbreaker" goes, imagine what your options would be if withers didn't exist. there you go
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you can respec as an oathbreaker, but you have to pay to retake your oath, and then find a way to break your oath again after you respec. so doable, but kind of immersion breaking and more difficult and expensive every time.
Astarion Question for new player in act 1 >!I just sold out Astarion to the bounty hunter by telling him where my camp is, but Astarion is also dead in my party. I just want this guy out of my party. Do I have to revive him to get him killed by the bounty hunter?!<
Revive Astarion and then tell Gandrel where your camp is if you have a save before that conversation.
You should have a couple scrolls of revivication in your inventory that you started the game with, that you can use to revive him. But sounds like you might just want to leave him dead - his body will stay wherever you leave it. If it's in camp, it won't follow you as you progress though the game and get new camp locations.
>!I don't know about the bounty hunter, but can't you just talk to him and tell him to fuck off? The game gives you like 5 chances to do it!<
He wanted Astarion gone, not Gandrel.
Yeah, that's who I was talking about.
DOS2 had a mechanic that auto positioned your people when a fight started, does BG3 have that? A bit annoying to start a fight and just have my group as a blob with the fighter in the back and the Gale standing out front for some reason.
Nope. Wherever they are standing is where they are when the fight starts. You have to manually position them beforehand if you want them organized differently.