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  1. Xbox One Game Pass player, just launched the game and every dialogue option has a bracketed number before it. I didn’t see an option to remove this in the ui settings. Is this a bug?
  2. [1] since patch 1.02, all dialogue has numbers before each choice like on PC [2] While not game breaking, it is super jarring, having not been there in the previous dozens of hours. [3] Not sure if intentional or a bug, but it showed up immediately after 1.02 and is definitely the PC dialogue interface on Xbox One [4] (Engineering) I may have just toggled something by accident, an option perhaps? Or it might just need a fix. [5] I'll keep an eye out, but I'd like to know if anyone else has either experienced, or noticed this.
  3. So I'm doing his main quest to retrieve his data from the outlaws. I betrayed Cassandra after agreeing to help her but shot her in the back. Also got Porter to leave peacefully. I'm trying to either turn in the data to Anton or keep it, however as I'm roleplaying as a total d-bag, I want to convince Anton to kill himself. However I don't get the persuade options that other players seem to get, despite my persuade skill being 50+. And I keep reloading to different points trying to remedy this, and I either gain certain dialogue options but lose others? Like I can't seem to tell him about
  4. Bug : Minor When the main character ask this question to Fleet Master Okaya at Sayuka, her answers are looped and not arrange properly. The question is "Why are you here in particular?"
  5. Go to Fort Dunnage. Enter the King's Coffin and talk with NPC Elias Zelen. He will tell you about his story. The options provided for a player is 1) respond something and 2) [Listen]. If you just choose [Listen], you will notice that his story jumps here and there. Some of dialogue that should be there is skipped. This kind of work is sloppy. If you just do not want a player to click on "unfinished" option, please just make sure that only one option available. There is no need to put more option if you do not work on it properly.
  6. Hopefully there are helpful people still reading this forum and there's a known fix for this. I am trying to complete Act 2, but I cannot get an invitation to attend the Animancy Hearing. I've read a variety of possible bad scenarios, but here's my specific one... Save file was too big to put on this site, but the other files are attached here. All files can be found on Dropbox here: https://www.dropbox.com/s/lhqgwd8bt48hkz0/Pillars%20of%20Eternity%20files.zip?dl=0 I'd prefer not to have to "burn bridges" to get around this if at all possible (if that would even work). Commander Cliv
  7. This only happened as of 5.0, as far as I can tell. This isn't much of a laptop, but I do get slowdown and audio distortion during dialogue -- Woedica's book, Eothas at Hasongo, the gods speaking to you at sea. It's odd because I don't have the same problems in-game, ie. the parts where I'd expect to see the most issues.
  8. Hi, Maia has a speech bubble on her portrait ("Maia wants to talk to you!") but no new dialogue once the conversation is started. I tried reloading, traveling to a different map and restarting the game, nothing worked. Here's my savegame file (with the speech bubble), I've uploaded it to Dropbox since it's too big to attach. Output log and dxdiag are attached below. I'd appreciate any help you can offer! DxDiag.txt output_log.txt
  9. Just saw that Maia's dialogue triggers even if she is not in party and was wondering if there is a way to replicate this behavior This commands from this list sound related, but i am an ignorant on the matter and may have nothing to do with it Void PartyMemberToActiveParty(Guid) Void SetCompanionConversationsEnabled(Boolean) Void TriggerTopic(Guid, Guid, Guid, Boolean) If no with this, any other way?
  10. Talking to Izzy in perikki's blacksmith and asking her what she's doing leaves you with no possible reply effectively locking the game.
  11. I managed to get Aloth's disposition to -1 and dialogue for that did not trigger at all. After that I lowered his disposition to -2 but the dialogue for -1 disposition was triggered (the one with the inevitable "but"). Version 1.2.2.0033, save file just after the dialogue https://www.dropbox.com/s/47hgtachq3qlkan/Phargott%20%28KahangaPalace%29%20%28c11e5e69-e41d-49f6-9e9f-93a5fead378a%29%20%28918582860%29.savegame?dl=0 Screenshot:
  12. POTD difficulty, trial of iron, solo playtrough. This guy started to talk to me as i stepped in the range of his totems in stealth. Didn't notice them before Conselhaut caught me in his best trap ever, made of a deadly totem and a lack of pause during the dialogues. During the dialogue, my character seems to have died from the totem effect, continiously doing whatever it does. After dialogue ended, i have a map full of fog of war, no characters and no game over message. I can save and load this state of the game, and I have a dead save file. I don't think that supposed to happen. To r
  13. This is a really minor bug, but from a role-playing sense seems important. At the end of the Storms of Poko Kohara quest, when you're inside the corrupted adra, you are talking to the souls there and you can try to convince some of them to leave before fighting. There's one dialogue tree where you try to explain that there's nothing divine here. One of the choices, for example, is to show them Beza's Pages. Another is unlocked, in part, if you're a Priest: Magran. (See screenshot below) Only problem is that this Priest: Magran option is a "diplomatic" option, and "diplomatic" is
  14. If you put a character in stealth mode and move to the shelf or npc you want to steal from, regardless if spotted, you'll easily pickpocket without much effort. How? Just pick another character and start a dialogue with any character in the map. Upon starting a dialogue, the cone of view / range of alertness is reset for any character, not only for the interlocutor, so you can just wait the alertness to drop, end conversation, pause the game, steal. Make sense if this work only on the interlocutor: you distract him/her so the lose of alertness can be a thing, but distracting someone from th
  15. Currently, Maia and Tekehu's romance dialogues start very early. Roughly, it only takes three or four disposition "points" (as indicated by the dialogue screen of them approving) for them to proposition the Watcher; Disposition level 1 is not even required.
  16. In the Kraken Tavern no one has dialogue except the barkeep (guards/cook etc say or do nothing when clicked.) Also choices from PoE1 don't seem to be taken into account (Eder joined Night Market? Didn't become Mayor like in my PoE ending?) Anyone else having these issues? Couldn't see them on here. Thanks!
  17. When you click on the dialogue choices, often it will "double-click" and bypass some of the dialogue options. It happens most frequently when the only dialogue option is "Continue" but happens otherwise as well. The only way to figure out what it is you have auto-clicked is to check the scrolling dialogue history in the lower right hand corner of the map screen. So far it has not made for any major bad choices chosen unintentionally, but it is annoying and may make a choice that one normally would not have made. It would be much appreciated if that were corrected. It was a problem in the later
  18. Playing all the previous Obsidian games, one thing that is painful.... partial audio recording of in-game dialogue. It is VERY PAINFUL to have a dialogue that is only partially recorded. I just went through one set of dialogue actions and only the VERY LAST line of dialogue was recorded. Please, either do not record any dialogue for your new Deadfire game... or record ALL OF IT.
  19. I personally like black humor, sarcasm, irony and absurdities. Those usually fit games with a more serious tone and i think they would fit PoE2 too. PoE1 was quite lacking in that department in my opinion so i am curious if there is more in PoE2. A world with magic and technology certainly provides enough eventualities to include some. Ambitious experiments that go horribly wrong, magical rituals that end in disaster, hopes and dreams that get crushed or turn out in an unexpected manner. Is there any of that or should there be none of that ?
  20. So I started up the game with happiness in mind and ran into a snag in character creation. It took 20 seconds to load the portrait. It wasn't just one portrait, cycling through ANY portrait was met with a 20 second lag between every click. Eventually I picked a picture and figured it'd be no problem once character creation was done except this problem followed me into the game. Dialogue takes about 3-5 seconds to start in every little thing, every little input, character select, even movement is met with awkward pauses and dialogue confirmation seconds later and opening up the inventory takes
  21. So I began playing the game yesterday and really got into it in no time at all. I am really pleased with the intricacies of the game logic and love the narrative writing. The visuals and music are also absolutely stunning. The one little glitch-type issue I am running into, which is rather disorienting after getting immersed in the game, is that sometimes the character voice overs start part-way through their dialogue. This has happened from time to time both in legitimate dialogue as well as when characters speak to comment on something while just wandering around. An example of this is
  22. So my female Wizard says "Can't move now!" after disarming traps successfully. Of course she can move. This is a wrongly triggered statement.
  23. Two separate issues: 1. Zahua seems to be missing a line of dialogue during his introduction as seen here. 2. "The Wax Maker" Stronghold adventure seems to display the text for a different adventure and "No events currently pending" probably shouldn't display while an event is currently pending.
  24. Hello there! I am experiences very frequent game freezes that are about 0,5-3 sec long when the game loads up audio or dialogue assets (at least that is how it seems). Game runs very smoothly on high graphical, high strain settings and performs flawlessly when for example playing large multi-enemy fights were several high graphic settings spell animations are flung all over the screen. However, when doing simple tasks like talking to random NPC:s in town, the game very frequently gets these freezes. The screen freezes after clicking on an NPC and after the ''loading'' time is over, the dia
  25. When talking to NPCs in PoE, there are two types of dialogue. 1. Bold white text to signify spoken words. 2. Grey text to signify emotions, mannerisms, expressions, etc. Problem: Many times the grey text is so long that I either have to read it while trying to listen to the spoken words (difficult and not immersive), or pay attention to the spoken words and go back and read the grey text (pointless because dialogue is chronological and those actions would have already taken place). It makes it difficult to really imagine the character's motives and intentions. Solution: I think it
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