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  1. Hi, I am currently at begining of the game, at the Hound Dog to be more precise. I am trying to recruit a lv 2 companion in my party but the game crashes EACH time after the character creation. The screen goes black then I have the following error message: Has anyone encountered this issue yet? Is there any workaround because It is very annoying. I've just bought the game and I'm already putting the game on hold because I can't do something as simple as hiring a new party member... I've attached the output_log.txt file. I still have the crash reports if needed. Thanks for your help, Karma.
  2. I was wondering if anyone knows if it will be possible to change the class of a companion using mods or commands? I noticed a very extensive list of console commands over in the Backer Beta Discussion Thread, but nothing about changing a character's class. I was really hoping to use the original Eder as a Rogue so my PC can play the fighter role. Thanks in advance for any help!
  3. When I load a saved game my companion bear is no longer there. He was there when I saved. A green x is where he should be when the save loads but then it moves off across the screen . When I double click the icon spot where his symbol should be it takes me to a random point on the map as if that's where my companion is.
  4. This might not just be Sagani specific but an issue for rangers overall. Anyway I haven't had her much in the party due to the bug but the faithful companion status effect is only active if the companion is alive right? Here's a picture of the bug.
  5. Dear developer team, I just encountered a severe bug that keeps me from moving further in the game: In caed Nua, my wolf companion disappeared after reloading a saved game (after I died fighting Maerwald). Now, I cannot leave the hold, because it is said that I have to assemble my party first (i.e. also the disappeared wolf companion…). Now comes the tricky part: the wolf companion is also gone in all of my other savegames, thus I am completely stuck… I saw that some other people encountered this as well... Hope you can help me out, Best Alex Here is a dropbox link to the saved game: https://www.dropbox.com/s/zfja10p6ss4p3qm/7e8a9a48-5ffc-478b-b429-085ab79f6534%20quicksave.savegame?dl=0 ...and the link to the output log: https://www.dropbox.com/s/myvhw5buqm5gybj/output_log.txt?dl=0
  6. I am not really sure what caused it but for some reason one of my companions, Kana, Has suddenly gotten a lot of extra stats I am pretty sure he didn't have when I found him. He has 20 intelligence where I remember him having 18 or 19 when I hired him (he has 20 intelligence with no items equipped at all) 16/12/9/14/20/10 being his overall stats. For defensive stats he is 56/48/38/52. This is with no chants or armour or shield or anything at all equipped. His deflection goes up to 93 with a fine large shield and braces of deflection equipped. The bracers add 5 to deflection as advertised but the fine large shield is adding 32 which seems a bit much. There is no information on the character sheet under added effects which explains this. I cannot work out where my savegame is and the MUST READ thing which said to add savegames said nothing about how to do that. I'll add it later if I work it out. I only have a save of after the stats went up. For some reason Eder's shield is giving him 25 deflection too ... (he doesn't have the sword and board talent) Its the Larder Door that Eder is using. I only have one proper save with Kana in it and its after the issue happened. The closest I have before that is raedrics hold pre doing those quests, so kinda far. Edit 2. I am not sure if its intentional but my druid has his stagform bonus defenses all of the time. I can read it under active effects, it never goes away.
  7. I do realize other people have made posts about this, just wanted to throw some more output logs and saves into the mix. I did attempt the restart fix, but it was a no go. Not sure if you guys need more outputs and saves, but there they are. Output is attached, dropbox saves are as follows. https://www.dropbox.com/s/xmn5owamb7d508m/54e9e5de-d056-45e5-91e4-43119f3e75dd%20autosave.savegame?dl=0 https://www.dropbox.com/s/m7sexh4etclu3jb/54e9e5ded05645e591e443119f3e75dd%207789958%20GildedVale.savegame?dl=0 https://www.dropbox.com/s/m7sexh4etclu3jb/54e9e5ded05645e591e443119f3e75dd%207789958%20GildedVale.savegame?dl=0 Hope it was of some assistance. output_log.txt
  8. Not playing the beta (I don't use Steam), but I watched: Is that still the case in the current beta? If so... It costs a minimum 5000cp to create a full party? Unless it rains coins in Dyrwood, that seems damn expensive. You could rest 25 times in the most expensive room in the inn for that amount. How about an option to say: "I'm looking for an old friend." to which the innkeeper could respond: "Tell me 'bout this friend of yours and I'll tell ya if they've been around..." Is that too much to ask? Pacing is not an excuse: The number of companions could be limited by level if pacing absolutely required some kind of limitation (which I doubt). Nor is ignorance of player desire to roleplay a group of adventurers rather than hire mercenaries an excuse: http://forums.obsidian.net/topic/61516-the-adventurers-hall-should-not-be-a-money-sink/ Nor is "realism" an excuse: Maybe a rogue wants to join me because I offer them a suit of Shiny Chainmail of Awesomeness. Or because I'm a famed adventurer. Or maybe I'm just charming as hell. Who knows? Why enforce some arbitrary fee? What good reason is there to screw players that want to build a custom party?
  9. So... there is some discussion here about the possibility of Justin Sweet joining Project Eternity, and some of the things we've mentioned in that thread have sparked an idea. First, the relevant posts: That portrait, at least to me, looks slightly inspired by the Icewind Dale style. I like it. Sure, and that supports the idea that we could have multiple artists creating portraits that share a basic style or feel to provide more variety and choice without things seeming too mix-n-matched. Indeed, as was the case with IWD I and II portraits, they were different, but shared a somewhat similar style. The idea: Have multiple portraits for each companion by different artists and build the capability to change portraits directly into the character or inventory screen. For example, after we recruit Sagani, we would be able to open the character or inventory screen and choose between the portrait released in Update 3, Kieran Yanner's take on Sagani, Justin Sweet's take on Sagani, etc. Each character could have a folder within the portrait directory where alternate player-added portraits could be placed to be selectable from the interface. To allow the player character, custom characters created at the Adventurer's Hall, and mod-added characters the same functionality, the feature could be programmed to check the portrait directory for a folder named after the currently selected character. If one is not found, it could default to the portraits available in the main portrait directory. If it would prohibitively expensive to create multiple portraits for each companion (or if funds are simply better spent on something else), would it be feasible to implement this feature but not the additional portraits (so that we can add custom portraits and be able to switch between them in-game)? The IE games allowed portrait additions and overrides, and this doesn't seem as if it would be much more complex... ? Thoughts?
  10. So, in your first playthrough is it going to be BG style companions or IWD style companions for you guys ? PoE luckily gives the option for either, or a mix of both. Personally I am probably going for all custom, since I have my mind pretty much made up about classes and race (Elves, or godlike w/ elf parentage) for my party. Leaving the companion stuff for second playthrough, if I hire them in the first I will park them in Stronghold most of the time... I don't think I will mix them though.
  11. Forgive me for adding another poll (because I know you guys are sick of these), but I'm just curious on whether people would like a dog companion. Since both Arcanum and Fallout had dogs as companion, I figure, why not stick with tradition and add dog companion in this game? The dog's class doesn't have to be unique, so he could a slightly modified version of the fighter class that would fit dogs. For example, the dog would have "headbutt" instead of "shield bash", but both skills could be exactly the same damage-wise. Obviously, a dog companion won't have as much character development as the other companions, but he could react to certain situations and you could makes some funny banters with the dog (similar to the dog in Dragon Age Origin).
  12. Heros! Ha! I'd rather be a companion. Almost all games put you at the front of the action as the hero, chosen one, saver or destroyer of the world. I can’t think of one game where I was the support character helping support the main character with my actions or decisions or where I was allowed to work against them. As Obsidian writes this game there will be main branches of storyline. From those main branches as heroes we will be able to deviate and have our own unique experience. My thought, and I’ve never made a game in my life, is while developing this story they could create conduit characters who go through the main story arch decision points and we could follow them as a companion. These could be characters in the game we could run into at some point as allies or foes if we had chosen the path of hero ourselves. So because the game makers will have to put themselves in our shoes to walk through the decision points it may be beneficial to actually set a definitive character set in the world going along that path. For us it gives an entirely different point of view from a game play standpoint. The biggest question is… would it be fun? What initially had me thinking about this whole option was thinking back to my youth and first reading the Michael Moor**** Elric series. For those of you who have never read an Elric novel he is an adventurer king and summoner who comes into ownership of a certain sword that drinks souls. It has a mind of it’s own and occasionally will even consume the life of his trusted allies. So I am reading his story as he goes through these insane adventures and sometimes I like Elric but he’s an antihero. What really helped anchor me to the adventure, to really buy into it, was the companions. One in particular was Moonglum loyal and friendly. As I was reminiscing on my youth and reading those novels I started thinking, “What if I could ‘be’ Moonglum? What kind of decisions would I make in following this fearful champion?” and I figured it was worth bringing up to the community. Maybe you sway the hero to save an orphanage being attacked by monsters, only to leave it in the care of an evil and deceitful caregiver. Unknown (or maybe known) to you the children are raised with cruelty and grown up curse your name and aspire as a band to put an end to your adventures. As a side note depending on how time passes in the world it would be interesting to 'grow' a group and have them spin off companions and future foes. I'm not saying have a ton of theses hero types but as Obsidian develops the story and decide the main decision paths it would be cool to have a NPC hero who could guide player/companions through those paths with us along for the ride. Elric is just an example of one possible archetype. I just wanted to point out (to those familiar with Moor****) how fun it could be to follow around an antihero in a world where all kinds of actions can be made. What do you think? Would you want to follow a set story and be able to influence it not as a hero but a companion
  13. Flagellants were mentioned in Shadenauts' post in the Monk topic; I think they're an interesting concept - what if they were one of the classes of PE? Here's a few ideas : 1) Overview So, who are we dealing with exactly? Using Warhammer as a point of reference : In other words, flagellants in Warhammer are usually simple people who have, figuratively speaking, gazed into the abyss, but the abyss gazed into them - and their minds simply snapped. It could've been a supernatural event, or a personal loss. Sanity was then replaced with fanaticism - this renders them utterly fearless and nigh unstoppable. They have little regard for themselves. 2) Combat role and ability proposals - Flagellants would fight in a frenzy, making them equally dangerous to foes and friends alike. - Their conviction grants them supernatural strength and makes them immune to psychological effects (there's simply nothing left in the world that could scare them anymore). - Highly resistant to magic, especially psionics. - Through practice of self-mutilation they can empower themselves even further, but at the cost of their health (think blood magic). - Martyrdom - protecting their companions with their own bodies. 3) Implementation - Having one as a companion seems feasible - with a flagellant being a subset of a priest or monk class. - New class (or a subset of a priest or monk class), available to the player - unlikely, but possible with some changes. 4) Companion Interacting with those crazed individuals opens up some interesting opportunities. First - having them fight by your side is a big gamble - the risk is certainly high, but so is the reward. Perhaps the player will help them exorcise their horrors once and for all (which would allow them to control their frenzy) ? Or maybe send them even further down the spiral of insanity (that'd increase their combat prowess but render them even more dangerous to their friends) ? Also, who wouldn't want to have a Malkavian in their party? 5) Concept art example What are your thoughts?
  14. So after seeing the tweet about Project Eternity hitting 1.8 mil on Kickstarter I asked if the new companion had already been decided. This was Obsidians response. So now I am here, and I am personally voting for Claptrap from Borderlands fame as our new Companion. On a more serious note I would like a companion that has some serious flaw in their personality, like kleptomania or schizophrenic. The player would be force to take a stance and make choices about how tolerant they are. The companions in many games are just an extra damage dealer and occasional questgiver. I would like something which more enriching for the game and gives the companion itself more soul and sense of being a real person with real flaws. What would you like to see and why ? Let your voice be heard and lets help obsidian make an awesome companion for the game.
  15. I both like and dislike what I've been reading about the companion characters in the party. Deep stories and so on are great, but there is a downside. Dragon Age is a good example of having a few very deep NPCs to add to the party. The characters in Origins were mostly all fantastic, and I enjoyed them, but there were a couple of issues. 1) The NPCs got so much camera time and were so interesting that I felt my PC was somewhat overshadowed. It felt a lot like I was just there to be a witness to all the cool things happening to these other characters. By necessity, I was somewhat of a voiceless "straight man". I could make decisions that affected the outcomes of some of those stories, but as a role-player, my character's personality didn't really matter, and didn't have a chance to evolve. 2) Again, by necessity, there was a trade-off for such depth: quantity. Every character in Origins was more or less essential to the main storyline (though some less than others). Although you could only have a couple of companions "active" at one time, they were ALL in the party. This kind of killed the replay value for me - I actually tried replaying the game as a different class, but after I was done with the different origin story, there was nothing new left to see. Exact same characters, exact same personal stories, exact same decisions. Again, decisions could be made differently, but it just didn't feel worth it to see the predictable flip sides to the first playthrough. So what are my suggestions? A) Lots of companions. Even if this means some are shallow. Not every companion needs to come with 20 hours of gameplay for their personal questline. (In fact, I'm fine with it if none do, but that's me.) Temple of Elemental Evil and Baldur's Gate nailed it pretty well; I always felt like I had a great deal of choice in who I brought along. B) "Finishable" companions. You don't see this enough. I love to see companion storylines with a beginning, middle, and end. Once you've helped the fallen knight clear his name, maybe he wants to return to court and go back to serving the King instead of following you around for the rest of his life. Once the lovestruck sorceress rescues her fiance, she marries him and quits adventuring. Maybe these characters will come back later, but they don't need to stay in my "stable" until the end of time. And then of course there're the characters who end up having to sacrifice their lives to truly fulfill their destinies. It's just lame to see every NPC default to becoming your eternally devoted servant after completing their other objectives. Make their stories make sense. Maybe a few people will want to sleep in the same room with me every night for the rest of their lives, but not every one. C) Companions with requirements. It's wonderful when an NPC is picky about who they team up with. An evil character who won't team up with a paladin. A paladin who will only team up with a cleric of the same faith. A guy who will only team up with you if you complete a quest in a certain (ideally non-optimum) way. D) Mutually exclusive companions. This is a big one. Again, in Dragon Age or Mass Effect, you can't help but "catch 'em all". Characters who hate each other, a thief who won't team up with a rival thief, a halfling with a fear of half-orcs (or vice versa), and of course people with interesting story or quest-related reasons not to work together. This also includes characters who will leave you if you make certain decisions, and others who will stay with you only if you make certain decisions. See the first couple of Jagged Alliance games to observe how beautifully this can be done. (I really enjoyed hiring a "snitch" character who would spy on the rest of the team and report on any friction. Best of all was waking up one morning to find a character simply gone ... another squad member had murdered him in the night and disposed of the body without a trace. I assume. I never proved it.) These are all ways to let the player see several different party configurations throughout the course of a playthrough, without resorting to "Oh, I want to hire this guy now, so I guess I'll fire you." They also help with replay value.
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