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Baldur's Gate The Baldur's Gate Series Thread

Mexi

Dumbfuck!
Dumbfuck
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I can't remember if I had LoB enabled when I was playing SoD at one point. Only thing I remember is that I was in a crypt, and there were a fuckton of enemies. It was pure chaos, and I had to rest after every fucking encounter. I don't like spamming rest, so I turned off the difficulty after that.
 

Cryomancer

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I was trying to solo bG2 as a necromancer on Legacy of Bhaal BUT i can't find the Stone Horn and it is supposed to be in house of the horn. I can find ALL items that this walktrought says that i will find on the house EXCEPT the unique that i need ( https://sorcerers.net/Games/BG2/Walkthrough2/SoA/chapter-7/areas/suldanessellar.php )

I can't beat the game only because i can't find a item? That is the WORST BS ever.

Screenshots on spoiler

BWPwrkA.png


pXMrH0t.png
 

Daidre

Arcane
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Samara
Pathfinder: Wrath I'm very into cock and ball torture
I can't beat the game only because i can't find a item? That is the WORST BS ever.
Just spawn it with console, Ctrl + Space ingame:
C:CreateItem("MISCBS")
PS If console is not activated add/change value of SetPrivateProfileString('Program Options','Debug Mode','1') to Baldur.lua in your save folder.
 

Cryomancer

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PS If console is not activated add/change value of SetPrivateProfileString('Program Options','Debug Mode','1') to Baldur.lua in your save folder.
How do you add/change this ?

Search Baldur.lua. It is in different places depending on your OS.

I can't beat the game only because i can't find a item? That is the WORST BS ever.
Just spawn it with console, Ctrl + Space ingame:
C:CreateItem("MISCBS")
PS If console is not activated add/change value of SetPrivateProfileString('Program Options','Debug Mode','1') to Baldur.lua in your save folder.

Thanks but i honestly don't have more desire to play this ultra inflated difficulty on ToB.

Any mod who adds stronger creatures without making me AFK in many battles while my summons kills the hit sponge enemies? The enemies was so sponge that it killed all of my immersion...
 

Daidre

Arcane
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Messages
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Samara
Pathfinder: Wrath I'm very into cock and ball torture
PS If console is not activated add/change value of SetPrivateProfileString('Program Options','Debug Mode','1') to Baldur.lua in your save folder.
How do you add/change this ?
Open Baldur.lua in Notepad, search for "Debug Mode" and:
if line exists and looks like SetPrivateProfileString('Program Options','Debug Mode','0') then set 0 to 1
if line not exists then insert SetPrivateProfileString('Program Options','Debug Mode','1') in the end of Baldur.lua

Thanks but i honestly don't have more desire to play this ultra inflated difficulty on ToB.
I've abandoned idea of playing LoB in the middle of BG1. SCS does difficulty so much better that LoB is just boring.
 
Last edited:

Cryomancer

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I've abandoned idea of playing LoB in the middle of BG1. SCS does difficulty so much better that LoB is just boring.

On BG1, yes. It is just too boring to miss 666 times BUT if you have wail of the banshee, finger of death, animate dead, mordekainen's sword(...), the game is not boring. Anyway, i DID it. Took half of an hour the final battle of SoA. Will not play ToB with that difficulty. Melissan was a chore on normal. Imagine on that difficulty...

AxlAp8L.png
 

Roguey

Codex Staff
Staff Member
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Messages
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This was posted back in February, doesn't appear to have been discussed here https://www.pcgamer.com/the-history-of-baldurs-gate/

All the highlights that are somewhat unfamiliar to me:

The main city and focus of this area was its title; then all it needed was a lead designer at the helm. “When people ask me how did I become a lead designer, I say I decided I was gonna be one, went away, did all the work, and they said, ‘You’re the lead designer!’” laughs James. “If you’re passionate about something, pursue that, and Dungeons & Dragons had been in my life since I was 11 years old. Baldur’s Gate was the chance for me to present what I thought would be a great Dungeons & Dragons style RPG.”

In addition to James, almost every employee at BioWare was also a fan of the famous tabletop game. While this passion is clearly evident in the finished games, at the time none of the team actually had any programming or art experience. But they knew how to create an evocative story, they knew all about RPGs, and they knew exactly the sort of game they wanted to play. James continues, “I’ve always felt that you can go too far in the story direction, and also too far in the exploration and combat direction. If you marry those together, you get something that gets the power gamers involved in the story, and the story gamers involved in the combat and tactics—get them both to appreciate the sides they don’t normally do.”

“Maybe I shouldn’t say it,” reveals James nervously, “but I was never a fan of Fallout and Fallout 2. I liked the story and the world, but the fact it paused and took turns for moving, I never liked that. RPGs are about immersing you in their world, so the closer you get to the feeling of real, the better.”

:decline:

BioWare’s original plan for Baldur’s Gate was as ambitious as we’ve come to expect from the developer. “From the very beginning, the plan was to have a trilogy,” reveals James, “so we wanted the player to be able to create a character not just for the first game but the entire trilogy.” For those fans frustrated by the experience/level cap in Baldur’s Gate, now you know why. “Yeah we just couldn’t let the player have all the levels from the beginning—we were thinking if we could do as half as well as Fallout, we could do three games, making what we loved.”

Baldur’s Gate and its add-on were delivered a year late to Interplay; but it was still an instant smash, though. “The thing about Ray [Muzyka] and Greg [Zeschuk] was that they were smart men,” continues James. “They were very humble and created a culture within BioWare that was also very humble. So it was all collaboration and the best idea wins out. Sure, there were heated arguments, as always, but we all wanted to make a great Dungeons & Dragons game, so were always focused towards the same goal.”

Despite the group’s singlemindedness, there were inevitably minor faults within Baldur’s Gate. Pathfinding, a constant bugbear of games even today, was far from satisfactory, with the player’s party often prone to wandering through a giant spider nest rather than that safe route you’d carefully selected. And by self-admission, James realised his characters weren’t quite as fully developed as they could have been.

“I was talking to Dermot Clarke, who was a go-between between us and Interplay. I was high on the success of Baldur’s Gate, including our story and characters. He told me they weren’t really as well-developed as the characters in Final Fantasy VII.” Between Baldur’s Gate and its sequel, James played straight through the famous Squaresoft game, enthralled by the game’s depth of character, from backstory, to interaction and romance. That’s right, BioWare’s famous (and sometimes infamous) romance systems began with the Final Fantasy series.

(Yeah the FF7 stuff is familiar, but this expands on it)

As soon as we’d finished Sword Coast, we began on Baldur’s Gate II,” remembers James, “although we didn’t have much sketched out beyond the fact we were going to do a Highlander-style storyline where the last spawn of Bhaal standing would become the new God.”

The sequel also boasted a superior screen resolution, an improved multiplayer experience (the game would no longer pause when one character entered a building for example) and a new pathfinding technique called ‘bumping’ which allowed characters to jump out of the way rather than block their teammates. Inspired by Final Fantasy and Chrono Cross, the characters themselves improved immeasurably says James. “We gave each companion character an entire storyline, added romance options and more fleshed-out relationship arcs. And the Forgotten Realms is a huge world, so just sticking to the area around Baldur’s Gate didn’t feel right.” The sequel’s expansion, Throne Of Bhaal, effectively replaced the proposed third Baldur’s Gate game as far as BioWare was concerned, although Interplay itself continued the idea together with Black Isle Studios.

On Dark Alliance:
“Like BioWare, they were an independent studio,” says Chris, who worked with Snowblind closely during development. “I liked its studio director, lead programmer and everyone I met there. They were capable of developing the engine and tech where we couldn’t do so internally.” The Snowblind engine presented a top-down isometric view of the action, with a fully rotatable camera, and enabled two players to battle together within the game’s locations. “It was pretty smooth, and multiplayer was fun and easy to hop in and out of,” recalls Chris. “And this will sound crazy, but the water physics in the game made it fun just to run around in the water—you could literally boot up a level and have fun jumping and running circles in the water.”

"Haha water go splash" - Chris Avellone

The story wasn’t balanced well,” bemoans Chris, “with too much coming out towards the end. But even though I wasn’t happy, it could have been worse. Dark Alliance taught me that trying to finish your work early at Black Isle just opened you up to more revisions. I remember writing a pass of the storyline, being pleased with it, then suddenly the studio head and others at Interplay began a series of bizarre suggestions about what they thought would work story-wise.”

Black Hound time!
“I’m actually glad we didn’t really get the chance to make Baldur’s Gate III, as I think what was planned, The Black Hound, had little to do with the franchise,” says Chris Avellone when we ask him about Black Isle’s proposed third game in the famous RPG series. “While the Baldur’s Gate series kept the player protagonist in the forefront,” the designer continues, “Baldur’s Gate III took a step backward and made the antagonist’s woes more important to the storyline, which I think ends up reducing the player agency. That said, there was some great art and level design ideas in it, I just didn’t care much for the premise or the companion ideas.”

"Fuck Sawyer," - Chris Avellone. But seriously "made the antagonist’s woes more important (than the player character's)" is pure Josh and Chris loathing his companion ideas remained true through Pillars. :lol:

“I’m a Dungeons & Dragons fan,” recalls James Ohlen, “so I said we can’t just give up on it. So we did our own version, Dragon Age: Origins, which was essentially just Baldur’s Gate on console.”

More :retarded: from Ohlen.
 

Nano

Arcane
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Grab the Codex by the pussy Strap Yourselves In Enjoy the Revolution! Another revolution around the sun that is.
That last quote makes me think he really wasn't involved at all in DAO's development. Thankfully.
 

d1r

Single handedly funding SMTVI
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“I’m actually glad we didn’t really get the chance to make Baldur’s Gate III, as I think what was planned, The Black Hound, had little to do with the franchise,” says Chris Avellone when we ask him about Black Isle’s proposed third game in the famous RPG series. “While the Baldur’s Gate series kept the player protagonist in the forefront,” the designer continues, “Baldur’s Gate III took a step backward and made the antagonist’s woes more important to the storyline, which I think ends up reducing the player agency. That said, there was some great art and level design ideas in it, I just didn’t care much for the premise or the companion ideas.”

At least Black Hound would have acknowledged the players action from the original Trilogy, while Div3 just doesn't give a shit.
 

Skdursh

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Slavlandia
From what I've seen of Baldur's Gate III so far it looks like it's going to be really good and I think everyone bitching about it is only doing it because LARPing as a pessimistic oldfag that talks shit on popular games is the most effective means of gaining street cred on the Codex.
 

ScrotumBroth

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Grab the Codex by the pussy Insert Title Here Strap Yourselves In
From what I've seen of Baldur's Gate III so far it looks like it's going to be really good and I think everyone bitching about it is only doing it because LARPing as a pessimistic oldfag that talks shit on popular games is the most effective means of gaining street cred on the Codex.
How dare you speak that way to all the Skyrim and Fallout 4 active players on Steam.
 

Kliwer

Savant
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Oct 19, 2018
Messages
216
I'm replaying BG now (BGT + SCS + SR + exp reduction + some quest mods). Sweet Crom, how good this game is. I'm somewhere in the middle of chapter 2 of BG2. Some notes.


- BG2, from gameplay perspective, is much better than BG1. But I like BG1 more. I prefer its atmosphere, the classical medieval fantasy style, Tolkien-like motifs (good white wizard, forgotten dwarven ruins etc.). I also prefer low-medium level adventures, so second half of BG2 is too "epic" for me. I also think that BG1's writing style is better.


- Detect Illusion is so underestimated thievish skill! It's especially great when you consider that one of the most common strategy of enemy wizards (in SCS) is: Improved Invisibility + Spell Immunity: Divination. And Detect Illusion skips all spell protections... It is also great during confrontations with backstabbing, potion-drinking thieves. It is so useful skill that I'm considering staying with Jan Jansen to the end of ToB (firstly my plan was to replace him with Imoen); and that is even despite I have invested a few Grimoires into Imoen during BG1.


- Speaking of invisible enemies: Confusion/Chaos and Insect Plague are a bit unfair, because those spells let you localize invisible creatures thanks to spell animations (little "birds", insects). Well, in case of Insect Plague it is quite realistic (after all you should see a cloud of mosquitos attacking those poor bastards).


- Everyone who speaks that druids are "weaklings" is wrong (at last with Spell Revision v3). Their spell repertoire is quite good and unique. Level progression is their great advantage through all BG1 and half of BG2; and a disadvantage during the rest of the game (well, not quite the whole rest, because reaching of 15 level provides them a huge number of high level spell slots; take an example of 3.000.000 exp - our druid has 6 slots of 7th level but cleric only 2). It's quite ok in my opinion, it makes whole leveling system more interesting. In my party I have two clerical spellcasters: main character (dwarf fighter/cleric, currently 9/9) and Jaheira (fighter/druid, currently 9/12). Until now Jaheira is much more powerful: she has more devastating spells, she has much more spell slots, especially on higher levels, she has better summons. The only advantage of my cleric is access to some status-effects-protections.

In my opinion it was a great mistake of D&D3 to make identical leveling tables for all classes. In AD&D2 this make the whole system much more interesting and diverse.
 

Lacrymas

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Sep 23, 2015
Messages
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Pathfinder: Wrath
Druid works best dual-classed into imo, especially due to its fast progression. Straight up Druid has very few advantages that only manifest in BG1 late-game and BG2 early-game and that's it. Berserker 9/Druid dual-class functions pretty well.
 

Kliwer

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It’s true but single-class kited druid is still nice to play, especially Avenger (who is something like druid-wizard + nice shape-changing).
 
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I'm replaying BG now (BGT + SCS + SR + exp reduction + some quest mods). Sweet Crom, how good this game is. I'm somewhere in the middle of chapter 2 of BG2. Some notes.


- Detect Illusion is so underestimated thievish skill! It's especially great when you consider that one of the most common strategy of enemy wizards (in SCS) is: Improved Invisibility + Spell Immunity: Divination. And Detect Illusion skips all spell protections... It is also great during confrontations with backstabbing, potion-drinking thieves. It is so useful skill that I'm considering staying with Jan Jansen to the end of ToB (firstly my plan was to replace him with Imoen); and that is even despite I have invested a few Grimoires into Imoen during BG1.

Absolutely agreed. I like to have a Level 3 Theif to max out Detection Illusions, then dual class to Wizard Slayer (Using Shadow Keeper). When using the Wizard Slayer Improvement Mod from Spellhold Studious, it's a really good character. Better and more reasonable than the Inquisitor, imo.
 
Self-Ejected

Lilura

RPG Codex Dragon Lady
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Messages
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- Detect Illusion is so underestimated thievish skill!

DI has literally never been underrated. Ever. Except maybe by you, since you just discovered its utility 20 years after the game was released.
 

Lacrymas

Arcane
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Sep 23, 2015
Messages
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Pathfinder: Wrath
It depends on what your goals are. You need to use a tome to get to 17 WIS first. Then you won't be able to cast arcane spells in armor, but you can use wands and scrolls, which is a plus. Clerical necromancy does benefit from you being a Necromancer afaik. If you want to be a full arcane spellcaster while being a reasonable cleric, either multi-class or get to a comparatively higher level of cleric first and then dual-class.
 

d1r

Single handedly funding SMTVI
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It depends on what your goals are. You need to use a tome to get to 17 WIS first. Then you won't be able to cast arcane spells in armor, but you can use wands and scrolls, which is a plus. Clerical necromancy does benefit from you being a Necromancer afaik. If you want to be a full arcane spellcaster while being a reasonable cleric, either multi-class or get to a comparatively higher level of cleric first and then dual-class.

My main conflic was Improved Alacrity vs Turn Undead (I love turning undead to allies). I don't really like the Cleric HLA's that much though, and Mass Resurrection is kinda lame for an evil priest. And constantly casting summoning spells without a break sonds fun.

Are thos official portraits released by Beamdog?.

https://www.deviantart.com/artastrophe

Any way to legaly play the non enhanced editions?

Can't you still download them on GoG? I have the option to download EE or Original.
 

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