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Found 100 results

  1. Hi All, following the 5.0 release I was hoping the pinned build threads would get updated for what still works in 5.0. Anyone up for helping to compile what builds work for 5.0 for each of the companions/sidekicks and the main watcher character ? Looking to run on turn based so builds that work in both or turn based only please. Any help would be appreciated ! Cheers
  2. Which is the reccomended party on each dlc to have optimal and more interesting interactions with the companions?
  3. What is the code for adding (And removing) experience to specific companions using the console (not to the whole party) ? sorry for making additional mods regarding the cheat codes, but these are lacking in the pillars wiki. it would be great if these codes were already listed in the game menu from the game beginning. cheats are important not to ruin the game making it too easy, but for proper configuration of your character and the party.
  4. Hello.......... I was wondering if this game will feature a companion(s) system allowing you to meet AI in the worlds you travel too and allow them to follow you? So when travelling around doing side quests or general casual play these companions can aid you in fight. Having the ability to change their appearance/equipment and all that stuff. Would love to know as I think this really does help the game and allow you to play through in different angles/approaches. Cheers, Blathered
  5. just curious if my companions know if i'm stealing from chests etc. if i leave them outside, sneak in steal something without getting caught, then sneak out. I can see some of the more straight laced companions getting negative if you go on stealing spree's and get caught, thus they know, but was wondering if they also are looking over my shoulder tsking disapprovingly to themselves just from the act itself? thanks
  6. How come my companions don't have the same XP, preferably the same XP as me, regardless of wether they're in the party or not? I was "encouraged" to bring along Tekehu for a romp through The Gullet, and he changed places with Aloth. After going through that area and a few more side-quests, I wanted to switch back to Aloth - only to find him a couple of thousands of XP lower than my existing party and missing a level to boot. Why? I'm hard pressed to see any benefit to this, though I see a lot of con's. Con's - It discourages trying out companions you're not instantly loving - It discourages switching out party members to try out new tactics - It discourages switching out party members to get a feel for how different NPC's get along - Being "encouraged" to bring certain characters for certain parts of the game feels like the game is intentionally shoving stones into my shoe to irk me. - It's just plain annoying - I really hate it Pro's? - Making me want to play with a locked in party from start to finish probaby increases the chance I'll play it twice. Wohoo I guess? I simply fail to see any reason why it's like this... at all. It would be much much better if the entire party simply had the same XP and were at the same level at all times.
  7. We have that wonderful topic for PoE1: https://forums.obsidian.net/topic/74557-companions-who-wrote-what/ and I would really love to know the same thing about PoE2. (Why? Curiosity and for the future fan-followings ) I'd say whoever wrote Serafen deserves a medal just for his speech-pattern alone. Edér must be still Eric Fenstermaker (and Edér as great as ever, of course). But who else?
  8. Edér was a Fighter on PoE, but before that, for a time he was a Rogue, in addition to that he could easily be a low level Eothas Priest, and his love for animals make it easy to view him with a pet as a Ranger, due to the flexibility of the Barbarian description, everyone could be a little Barbarian Pallegina is definitely a Paladin, may have some of other martial classes, and its not hard to make the connection with Chanter Aloth: Wizard++/Rogue-(Leaden Key) Edér: Fighter+/Rogue+/Priest-/Ranger--(just a pet) Pallegina: Paladin++/Fighter-/Chanter--(a few chants related to her ideas or birbs) Konstanten: Chanter+/Barbarian/Druid-(Boar spiritshift because Survivor) What do you think the companions would have from outside their classes based on anything the game mentioned or just a weird personal connection? Specially interested in Maia, Fassina, Vatnir and Rekke
  9. Have made a thread for this as it's now confirmed to occur for more than just myself - it appears as though companion relationships are bugged in the beta patch. More specifically my PCs no longer get hit on automatically by either Tekehu or Maia Rua upon reaching level 1 or 2 - including Maia acknowledging any other relationships. I can however follow the Aloth track (oddly even if I just state we were only friends in his initial friendship talk). I'm not sure if the game is locking my PC into the Aloth track automatically, or the initial dialogues for others aren't firing for some reason, though it appears to be the former. I noticed when I was testing my Aloth disposition mod, but it still occurs on a clean new playthrough.
  10. Hello everyone, I noticed that Xoti and Serafen's dialogue didn't update properly the other day. First, the two characters had a long discussion about Xoti's nightmares and Serafen not wanting to tell Xoti about what he saw in her mind. Then, I finished Xoti's quest convincing her to embrace the life aspect of Gaun, so that she doesn't have nightmares anymore. And then an ambient dialogue had Seragen ask Xoti about her nightmares, and she responded that she still has them. However, when talking to her afterwards, she thanks the Watcher for helping her not have nightmares anymore. I know this isn't a big bug or anything, but I still thought I'd bring it up. If you want me to upload a save file or an output log, I can do that Thank you!
  11. When the auto-level up option is turned on, the newly recruited characters have their skills and abilities allocated. What abilities they have, if they're recruited at level 20 and the first option for their class is selected?
  12. I'm having trouble finding Aloth. I don't know if it's a technical issue or if it is supposed to be like that. I read several guides and they say Aloth should have been at the Engwithan Digsite. I already finished that quest. He wasn't there and I didn't get any dialogue to recruit him. What do I do wrong? I already lost Eder in the first chapter so I'm short on companions. I need him.
  13. Any word on which companions are coming back in the expansion? I haven't seen Maia, or Tekehu in the screen shots.
  14. From time to time Amira's wing stops working. The attack animation goes on without problem, "projectile" launches but it never reaches the enemy. In combat log there is no entry for those attacks at all, as if Aloth did nothing that whole time (unless he casts spell, then corresponding entry appears in log). Bug occurs randomly, after some period of time (or after some action performed) it fixes itself. It appears that it fixes after you board your ship and land somewhere (but simply leaving and re-entering location won't help, neither will switching location, because on screenshot you can see that bug is still there despite it first (not the very first time, it happened to me on 2 walkthroughs, this being the second) showed up on the upper level of the location Poko Kohara) Also on second screenshot in combat log you may see my rogue hitting Desert Imp twice with 1 attack using Scordeo's Reward, and damage dealt differs between those 2 hits. The second issue occured after i switched weapon (not set of weapon but replaced 1 pistol with another) from Eccea's Arcane pistol to Scordeo's reward.
  15. When I talked to Maia/Fassina/Ydwin and they agreed to join the party, they did not appear in the party management window and when I initiate dialogue again their replies are the same as when they're on the ship (e.g. *Ydwin nods sharply*). I completed "He Waits in Fire" before going to Neketaka. Maia's ending slide was shown. Steam, v.1.2.0.0017, all DLC. Attached files: save game before recruiting Ydwin; endgame save (before talking to Eothas). https://drive.google.com/drive/folders/17oT2M0FZEV-1rYWxytJj6j0FUnkUBxtX?usp=sharing
  16. Issue: The companions hub appears completely gray, even if some of the paths could include new content. Expected: When a different answer is available, the opportune dialogue branch should be rekindled. I noticed this by the end of the game when I asked Eder "what do you think of Eothas now" and got a different answer from the usual stuff about the Eothas of his youth. The question was grayed.
  17. Xoti's trigger in the Old City Ruins in Neketaka still isn't working. This save is right after interacting with the soul there. Once you click on the conversation trigger that pops up, nothing happens at all. It's an issue that happened before the patch and still does. Others have been reporting other similar and worse issues related to companions in general and Xoti in specific, seemingly being the one who's the most bugged. Please check those too. I know that fixing and balancing combat is important, but the fact people have to sit on the game because quests and companions are bugged or utterly broken is simply frustrating.
  18. EDER : 6223 -> 6493 = 270 [Level 4] XOTI : 6212 -> 6454 = 242 [Level 4] +OTHER1 : 3000 -> 3216 = 216 [Level 3] +OTHER2 : 3000 > 3192 = 192 [Level 3] +OTHER3 : 3000 > 3172 = 172 [Level 3] A test with a simple quest. The test is simple : I'm always on solo. I take 0 companions. All are left behind. I pick them again after have acquired a small amount of XP. There is absolutely no link between them. Because if I don't recruit 2 lasts companions : eder and Xoti have same amount of XP. 270 and 242. So with 6 left behind or 2 = same thing. I have try to check or uncheck in a different order = no differences. Only explaination : FIRST recruited have a flag, second a second flag with a low priority ETC. WITH a definitive diminushing return. But with that, there is a problem : 270 - 192 = 78. 29 % less XP, and I am already with a level 3. (I need ideally MORE XP, than less for my Hired Companion...) If I want to keep Eder but don't want favor it, I can't. Eder will always get more XP. There are few people in others topics with 4 levels of difference with the left behind. This difference come to that^^... So I am pretty SURE^^ that the LIST of service is the problem : When you uncheck Eder for example, Eder will come immediatly first of the list. I think he have a flag of "preference". (= an advantageous amount of XP when left behind because first recruited.) So proposition : I am OK with this system, but why not create an element of gameplay arround of that ? Allow to the player to choose the priority list with XP ? I move Eder, to the last place, I place my hired number one. I gain now 270 XP and eder 172. Or more simple, why all the companion doesn't have same amount of XP ? It is difficult to add a proof of concept with a saved game, but a simple try with the first quest allow to show that.
  19. My companions keep dying the first time they get knocked out of combat, they don't have any other injury so they shouldn't be dying. I recall this happening since I visited magran's fortress (I don't remember the exact name, it's the volcano).
  20. When I switch from the sea map to the ship the companions currently in party do not appear on the deck. Workaround: walking belowdecks and back outside makes the party members spawn.
  21. I suspect the devs are aware of this to some degree but looks like there are still some persistent issues there. There have been multiple instances where doing/saying just one single thing a companion character reacts positively or negatively to will gain +1 or -1 influence in their eyes and also immediately trigger a sometimes wildly out-of-the-blue conversation. For example, Tekehu and Maia can still proposition you literally within minutes from recruiting them -- and I mean, I could even believe it's somewhat in character, but it still feels kinda jarring. Once I also let Xoti harvest some souls in the middle of some dank, dangerous swamp and she started basically Talking About Our Relationship while a bunch of forest lurkers attacked us even though as far as I'm aware, I had never encouraged her romantically in any way. It was sort of hilarious, actually. Xoti's dialogues seem to be kinda bugged in general, I feel like her quest can proceed (or at least her quest dialogues can trigger) much faster than it probably should in relation to the main quest. Especially considering it's tied to it. For example, she seems to magically know what Eothas is up to before you've even had a second chat with him, let alone a third. I mean, sure, she's a priestess of Gaun, but... You get the picture. (And then there's the "wants to talk" icon that leads to nowhere.) Aloth seems to be a bit better now, but he only ever seems to like Dutiful things and dislike basically everything else. I might be wrong, but I don't think even he should be quite that Stereotypically British. But I know it's a pretty huge overhaul to do to add more dispositions to him to balance things out. Does anyone have other hiccups like these to add? eta: D'oh, meant to post this in the main forum, not the beta forum.
  22. Hopefully I'm not the only one that likes switching party members up but hates that their levels can vary so much. It'd be great if all companions would stay locked at my PCs level but I'd say that is more involved. Right now I'm working around it with the addexperiencetolevel console command but it'd be nice not to "cheat" and to still get achievements.
  23. So, I was hoping that I'd be able to make this thread after finishing the actual game, but the issues with my computer are worse than expected (i.e. there's always a worse scenario than the worst case scenario) and so I doubt I'll get to finish it in some time. Likewise I've only been able to skim the boards of late so if this is all already being discussed elsewhere and people feel it comes across as spam or the likes, feel free to merge it with that other thread. For the most part I hope I can add something worthwhile to the discussion regarding the two titular topics and present some possibilities that could potentially help improve the same. So, I'll go ahead and reiterate that I have not finished the game so I would appreciate spoiler tags being used when appropriate and so on, and also that my assessments below are based on what I have experienced so far of the game, which I would still say is over 100 hours or the same. With that out of the way, I'll start off with the more contentious subject based on what opinions I've read, which is the companion relationship/reputation system. Right off the bat I would say that in general I dislike relationship systems based on a reputation scale the likes we've seen in previous games like Neverwinter Nights 2 and Dragon Age: Origins, and to me this is no exception to the rule. I feel that the more transparent these systems are, the more they invite the player to play to their companions' ego and "game" their way to a max relationship, and the more unnatural and mechanical the relationships feel; Deadfire seems to exasperate this further by adding a very clear set of traits that each companion likes and dislikes, and making them respond with stock reactions to every instance where either the player or another companion acts in a way that they like (leading to many strange reactions the likes we've seen many times in other threads already). In turn I also know that if I am to respond to a certain interaction in a specific manner, the rest of the party will inevitably "like" or "dislike" that response because that's what they're very broadly and obviously programmed to do - which is odd because even if someone is "light-hearted" for example, that same person won't necessarily find every joke amusing or every situation ideal for the same. Personally I would have liked a more invisible system myself which kept track in the background of what each liked and disliked and where we'd see only the results of these opinions more so than the ticking of every instance where we say something or do something that increases a character's disposition towards us; but what's done is done and for what it's worth I think the idea of keeping track of companion-companion relationships is an interesting one which I'm glad is to some extent or other being worked on, as it would seem a good way in which to make the party feel a little more dynamic and reactive and all that jazz. But still, even if the system can't be torn down and reworked from the ground, there's a few things I reckon could improve it going further in Deadfire's development. For example, one thing I would love to see looked at is the effect that certain actions we take have on characters regardless of whether they match with their "traits" or not. For example, I am of the opinion that there's things that very likely have a deeper effect on a relationship than whether or not you are one way or abscribe to a certain philosophy. I feel that in cases like these for each character, having a reputation change unaffiliated to companion likes/dislikes would do a lot of good towards making the relationship system feel a lot more natural and less "gamey" or jumpy than it does currently. I feel the like/dislike system is fine but it should really be relegated to very minor shifts, with maybe some big swings at very determined situations when things do get very personal, in either a positive or negative sense (e.g. Serafen helping Xoti out with her nightmares, or Aloth not being able to stand Tekehu's vanity anymore). Likewise it wouldn't be an entirely bad idea to have certain "critical" situations affect a companion's disposition to the *whole* party and not just the Watcher (to use Pallegina's example above, she'd probably be appreciative towards all who helped out with her personal quest and not just the Watcher). Also something that I've noted is that at the beginning of the game, when we were first shown the relationship system via the tutorial, the tutorial section mentioned that companions could lead to forging deeper and more unique bonds and these same would be detailed through the "relationship" box right next to the reputation compass and so on… But has anyone actually seen this box get updated with new content between companions? Or even between companions and the Watcher themselves? I reckoned it was a bit early in my playthrough at first, but as the game moved on, and having reached the point I have most recently, it seems very odd that I should see no update to the same, not even to indicate the ongoing relationship between Maia and my Watcher for example. This would be worth looking into, I think, whether it is working as intended or not. Moving onto the crew now… I for one will say I really liked the crew system, a heck of a lot more than the hirelings back in the first Pillars for certain. I liked the many vignettes involving them, I liked being able to collect them all across the Deadfire almost as if I were filling out my own little Eoradex, I liked how you could get an idea to their individual personalities through many of their introductory interactions and quests and so on. I also reckon that their personalities also determine the role they'd take in the vignettes out at sea, so I liked how Eld Engrim often played the pious character, Emeini the more combative type, and so on. However, I do feel that I would like to see a few situations more appropriately tailored to either the events of the game or to individual crewmembers, which I'll expand upon next. Likewise, and this is a minor addition but and important one I feel: when we look into our journal for information on the mechanics to crewmembers, be it the way they level up on their positions or what advantage does each position and experience in the same bring, these are either not present or very scarcely explained, with all that's said about them is that they're a "motley assortment of neerdowells" and so on. I don't think it's ever mentioned that crewmembers can earn four overall stars across all ranks before they max out either, and I only learned it once I looked at the wiki or a subreddit discussion about it. A more detailed clarification within the game itself that we could access at any time would be appreciated, I think. These are some aspects which I feel could improve both systems over how they presently are, which I also feel would be feasible to do for a future patch or something. What do you guys think? Anything else you would like to add, or would disagree with, or any changes you would propose yourselves?
  24. To anyone who played the Beta, what builds do you suggest for the companions? Is any of the combinations too bad or really good? The options were revealed recently, check the specific thread: https://forums.obsidian.net/topic/96217-companionsidekick-class-options-revealed/ And I'll put it here too for easy reference: Also, what do you think of Fury/Ghost heart? One of my characters was a Wolf Druid, but I will change her into a Druid/Ranger and pretend that Eothas caused her spirit to split, causing her to loose the ability to turn into a wolf and gaining a spiritual animal companion.
  25. The companions with "Attacker" classes in my party use skills themselves without having any behaviour set. Both slots are set to "No Behaviour Set" for all companions. A.I. is turned on and auto-attack is set to "Defensive" for some, and "Defend Self" for others. It doesn't seem to be a problem with spellcasters like Aloth or Xoti. (At least I haven't seen them use any spells unasked) Maia just throws out all her Ranger and Rogue attacks and is out of resources really quickly, despite no behaviour being set.
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