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  1. Loaded up save file from last night, old save new bugs. all Quest/tasks disappeared from log, tried picking restarting quest by talking to person who originally gave it to me but conversation options where as if I had the quest. Odd symbols over all of the premade BB characters. when moussing over symbols tooltip was "BB X attack" where X was the characters name. tried going through area transfer, no change to symbols. After area transfer I attacked lions, after combat my priest would still play attack animation over and over an over tell told to move. many known ranger bugs (s
  2. [Description of the issue] I believe I am completely unable to advance due to the culmination of a number of bugs. I could however be missing something. I have linked to my savegame file later. At this stage, I've 'completed' every quest except finding the elf. I say 'completed' due to this bug: http://forums.obsidian.net/topic/67573-quest-or-quest-items-bugged-cannot-complete/ I have cleared out the temple to the point where I've found the event that refers to a pit and mentions a grappling hook. There are several doors in the temple that show the locked icon, but which I cannot
  3. Hi everyone, first post here and just wanted to start by saying its exciting to see how the game is progressing. Had an issue with all of my quest/journal entries disappearing and therefore not being able to continue with any quests. Unfortunately i only noticed this when I went to turn in the ogres head and there was no dialogue option for turning in the head. Opened my quest log only to find that there were no entries! This took me by surprise as I had three active quests: searching for the daughter, the ogre and looking around town for the thief (nyfie, nyfle, whatever her name was). I
  4. I had these invalid objects message in the conversation in the Inn. Do not think I have seen it reported elsewhere. I would not be able to remember what dialog options I had chosen before.
  5. [Description of the issue] I have yet to be able to turn in a quest in any playthrough. I simply never get the conversation option to turn something in. I have attached links to several saved games on my public dropbox as I am not allowed to upload .savegame files to this site (because that makes sense) [DETAILED list of steps to reproduce the issue AND what to look for] Cannot turn in Dragon Eggs: https://dl.dropboxusercontent.com/u/74672307/PoE%20Bugs/Can%27t%20turn%20in%20dragon%20egg/6b44430218a64d308246d0c575513a74%20DyrfordVillage%207718823.savegame 1) Load the savegame 2) T
  6. This information is from Rivmusique on RPGCodex. Unfortunately many Codexers are a bit lazy to post here, so I am relaying this information.
  7. Hi there, I could finsih the Ogre quest however I could not deal with the following: 1. Skeleton Key aquired - cant open the door. 2. Dragon Egg aquired - text option to finish the quest is missing. 3. Stone heads dialog finished, runes are glowing, standign on the right spots having aq1uired the soul vessel - nothing happens. 4. strange leather cave men cultist cave - broken brigde with serious hint to use rope and hook, have it right there in my inventory - cant use. Reloading, quitting reloading quiting game and reloading had no effect. Btw. I just checked and yes I
  8. I was at the beginning of the story, I killed the Murderer / Thief in the starting village, I think I had 3 or 4 opened quests, then upon reloading the save the Quests tab was empty (I used "Load' and not "Continue"). I had the same behavior twice without saving again (loading with the same save), then the third time upon starting the game, I had again my quests when loading the Save.
  9. Hey, new to the forums, so I thought I'd try my first post by asking: what is the possibility of having module support. To specify, I mean both fan made and official modules like in NWN and Shadowrun. I know there is already an expansion being talked about, so I guess this just sort of a suggestion more than anything. I think Pillars of Eternity would be perfect for the adventure by adventure expansion type format.
  10. Dramatic choice and true crossroadsIn most games there is are a lot of focus to preserve the world and making every quest as accessible as possible. This normally means that you can do every quest in the game whatever choice you make. I miss the feeling of being a part of the world in many game. Most of the time you get the illusion of choices but the outcome is always the set. If you have a more sandbox view of the world where it is set when you start but then as soon as you saga begins your decisions will dramatically change where it will end and what is available. Things that I always want
  11. Something I loved in Morrowind and have not really seen since then, was the disappearance of the dwarves. No one knew what or why it happened, and finding out wasn't really a proper quest. The only way you could find out was by stumbling over the, apparently useless, books in the dwemer ruins and bringing them to the correct people more or less by accident. All you knew was that you had these crazy looking books from mysterious ruins and you really needed to know what they were and what was going on. This created a kind of self-motivated detective/archeologist scenario where my mage (who
  12. One of the more interesting topics on the Wasteland 2 forums was a series of posts by the community on interesting encounter ideas. I think that might also be a useful topic here, so how about it? Do you have a brief but unique idea for an encounter or a short side quest in the P:E setting? It doesn't have to be anything fancy, just something unique or memorable. I'll throw a quick one out there to get the topic rolling:
  13. I've been thinking about this for a while. It's one of the many things I think have been lost over the last two decades: The ability to fail and continue the game. Now, for the main quest this is obviously the end. But in a content rich environment it should be perfectly OK to have the player easily fail their tasks and yes, have doors close on them. One of the major problems with games lacking challenge these days is that a player failing a quest or questline can end up seriously disadvantaged. So you often see that quests are fairly basic, lacking complexity or challenge. It's eas
  14. What if P:E had a small but diverse selection of intelligent weapons scattered throughout the land? The kind that come with distinct personalities. Imagine the witty banter they might have with their wielder, or other party members, or even other intelligent weapons in the party. The dwarven war-axe with a Minsc-like outlook, or the bullying spiked club that attempts to intimidate the introverted dagger who is self-conscious about its size. They could be a great source of comedy, or indeed tragedy, that resonates throughout the campaign. Imagine if they had their own personal que
  15. With the no-fetch quest topic, I thought maybe we can frame this in a way so we can all think about what we would like, as well as what we don't like. I would also maybe see if we can categorize them. I'll start My favourite quest was in Baldurs' Gate II, an investigation quest that made me search out someone who killed and skinned people. I enjoyed it because I had to work out myself al the way to the end. It was challenging, it was multi-part, it wasn't a chore, and it was fairly unique among quests. It also played out differently based on how you had prepared yourself, meaning that i
  16. Okay, so this is something that I just thought of while responding to something in my Arcanum thread, but I think it's good enough to warrant it's own thread. It has to do with "game world reactivity". I apologize if there is a more "correct" term for it, but I don't know all the vocabulary associated with gaming. Basically, the discussion was about whether it is "acceptable" for the equivalent of months/years to pass in the game world, vice days/weeks. I am of the opinion that it is, because it is more "realistic", in that very few events are accomplished in days or weeks. The Civil Righ
  17. I hope the poll says it all Are you more into in character journal entries, or more into strictly objective based quest journal?
  18. I'm talking about certain quests (eg. gather 20 coconuts) that you can complete over and over again (eg. once per day) for a reward. For a game that could potentially have 10000 quest events (random guess) I think it is going to be quite a challenge for the developers to create 10000 completely unique quests without a considerable percentage of them becoming more or less repetitious. If 500 of those unique quests were shaved off and dumped into a 20 quests that could be repeated once per cycle, then that would mean the developers would have to create 480 less quests, and could use that
  19. My brother and I have both played through Baldur's Gate 1 & 2 countless times since we were teenagers, and we were debating the other day about which we prefer. We both more or less agreed that BG2 was an improvement on BG1 in pretty much every area: storytelling, combat, NPCs, classes and character specialisation etc etc. But despite all of that, in a way I still prefer BG1 for one reason: the immersiveness of the world, due to the inclusion of 'unimportant' zones across the world map. In case you haven't played either game, compare these two maps: In BG2, if you want to g
  20. I hope that our soul is not just a mere plotdevice and that it has a significant impact on gameplay mechanics. I think it has potential to offer a complete unique gaming experince. The perspective our devs have i hope is more on line with P:T and MotB. My thoughts about a "Soul" progression starts with "Soul Aspects" and a "Soul Map" Like this there could be beacons to show you on which path your soul is wandering. Imagine this, You start at the center of the "Journey" your soul takes Your actions, how you treat, talk to other NPC's in regard of those aspects will mov
  21. One thing I'd like to see in a game like this is a more personal quest journal for tracking quests as opposed to the rather impersonal ones that are usually received in these games that tend to outline quests in a very sedate and to-the-point kind of way. I know there's often the ability to make notes yourself, but I still feel it would be nice if the quest journal actually felt more like an actual journal or diary that your hero is writing themselves and less like an emotionless listing of what you've done and what you need to do. By incorporating the dialogue choices you made into the journa
  22. I understand it's hard to put a protagonist in peril but something that super bothered me about BG and IwD (probably the only thing that bothered me) was the amount of time my 18 int mage character walked into a trap that I, as the player, spotted from a mile away. I'm not talking about a physical trap, but the moment the enemy jumps out from behind a sofa and goes 'BWAHAHAHA you did exactly what I wanted you to! Ambush!' and I let out an audible sigh as I the story forced me into that situation. I know it's picky but it does get frustrating
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