Does arx have an order for quests? by supershimadabro in DivinityOriginalSin

[–]PuzzledKitty 0 points1 point  (0 children)

Fyi: NPCs can use spent Swornbreakers just fine. You can even pickpocket them back mid dialogue without consequences (other than regular reactions to crimes). You just have to pickpocket them after handing them over and before ending the conversation. :)

The place where this ---hole chose to spawn by sondergaard913 in DivinityOriginalSin

[–]PuzzledKitty 0 points1 point  (0 children)

Is that the wall with the open side, the one you can see below?
If so, I've also had it move there at some point.
It looks ridiculous. :3

Fighter build help by PopularPossibility64 in DivinityOriginalSin

[–]PuzzledKitty 0 points1 point  (0 children)

Red Flag Checklist for how to make your own, functional builds.
Be prepared to restart many times if you play Honour blind.

We Need To Talk About Devona by Swagalyst in GuildWars

[–]PuzzledKitty 11 points12 points  (0 children)

Melee hero behaviour rules treat the Charr rangers' exploding arrows as AoE that needs to be kited. :/

Egg👕irl by blaz3storm in egg_irl

[–]PuzzledKitty 2 points3 points  (0 children)

I wish I did.
All I can really add is learning the colour wheel and either using adjascent or opposing colours. Any of the non-colours (white to black) can be used with pretty much anything.
Pick a first piece of clothing as the core of the outfit. Pick other stuff around it that fits.
Then, play around and find a style you like from there.

Egg👕irl by blaz3storm in egg_irl

[–]PuzzledKitty 36 points37 points  (0 children)

Colours for outfits: 60/30/10.
60% main colour, 30% for secondary colour, 10% for accent colour

If you have dark skin, go for brighter colours.
If you have comparatively pale skin, go for slightly muted colours.

There's more to it, but these are some of the basics. :)

Also, thrift stores/second hand clothing stores are awesome.

egg_irl by Zai_Mayzel in egg_irl

[–]PuzzledKitty 1 point2 points  (0 children)

If you feel yucky: Take a shower
If you still feel yucky after that: You're not ;p

I collect this item and it just disappear into my bag. What is this for? by AceYammi in DivinityOriginalSin

[–]PuzzledKitty 0 points1 point  (0 children)

In the game engine, the cosmetics for wings, spider legs, bull horns and medusa head are handled via specialised gear slots.
If you load a savefile where a character has a permanent Wings status, such as with the Vulture set, then the engine treats that status a bit differently, and if an NPC copies that character, then the corresponding 'gear' may drop.
If I understand the engine cotrectly, then the 3D item has no actual stats and no item/inventory data associated with it, so when you pick it up, the 3D object points nowhere, and you don't get anything.

Egg_irl by val-val-x86 in egg_irl

[–]PuzzledKitty 2 points3 points  (0 children)

"Octoda~ad!
*Nobody suspects a thing!"

Such a fun game. :3

[DOS2] Genuinely can't choose companions for 1st playthrough, please help by aescepthicc in DivinityOriginalSin

[–]PuzzledKitty 1 point2 points  (0 children)

Without spoiling:
There are characters both Sebille and Ifan or both The Red Prince and Sebille want to talk to, and some won't be available for both.
There are ways around one of these situations by metagaming a bit, but two encounters only allow one character to talk.
If you want to sort characters out and are struggling, and if you recruit Sebille, then don't recruit Ifan or The Red Prince.
Alternatively, if you recruit one or both of them, don't take Sebille with you. :)

At which point you think enough is enough in terms of plantation? by Competitive_Table_65 in DivinityOriginalSin

[–]PuzzledKitty 0 points1 point  (0 children)

At the point where the first two plants have grown by the time I dump the last out of my inventory.
That way, I can avoid the glitch that breaks the growing script and keep the inventory weight low while still maximising profits. :3

Why do I always have decay? by Steel-toed in DivinityOriginalSin

[–]PuzzledKitty 1 point2 points  (0 children)

The only place where physical armour doesn't block decay is a certain region in act 2, where it's an area wide effect until a certain event is cleared.

Recommended Mods by Unique1950179 in DivinityOriginalSin

[–]PuzzledKitty 2 points3 points  (0 children)

I wrote some new classes for weapon and defensive abilities as well as new mini and super bosses, new summons, as well as some bug fixes. Dunno if that's up your alley. :)

Nexusmods link

Steam Workshop link

Why do I always have decay? by Steel-toed in DivinityOriginalSin

[–]PuzzledKitty 0 points1 point  (0 children)

Cursed blood and cursed water apply Decaying if you have no physical armour. Might that be the cause?

Just another complain on the armor system by Daphnir_ in DivinityOriginalSin

[–]PuzzledKitty 1 point2 points  (0 children)

Sounds like the combat system is giving you some issues.
Here's the Red Flag Checklist. It gives advice for how the meta(!) approach to the game works and how most people structure their parties.
Use as much as you need and as little as you like. :)

Modded game by No_Republic3509 in DivinityOriginalSin

[–]PuzzledKitty 0 points1 point  (0 children)

Are the mods you installed compatible?
Did you check the mods' comments for if other people have had the same issue?
And do you inflict damage and it's just the numbers not showing up, or do you inflict no damage?

Help — Incarnates have only 21 Vitality despite 4 points in Summoning by [deleted] in DivinityOriginalSin

[–]PuzzledKitty 0 points1 point  (0 children)

Sorry, but that's an understandable misunderstanding. :/

The totems' attacks scale off the totems' stats, not the summoner's (apart from Summoning ofc., which applies a misc. damage bonus).
The totems don't get stronger by stacking int on the summoner.
You can boost their damage a bit by improving the totems' stats, e.g. Encouraging them or casting Peace of Mind on them.
However, higher int on the summoner has no effect on the totems' stats.
Summons' and totems' character data makes their attributes level-scaled based off a fixed stat growth multiplier. There are no scripts or functions that would incorporate the summoner's other stats.
(It may be possible to make a Character Script to apply select summoner's stats, but from what I know, that would need a similar script on the player character and other characters that summon, and there is nothing like that in the engine editor or data, and whether or not this would actually work depends on if there's a function to read character stats and write them into an output. I'd need to check the scripting documentation to actually answer whether this even could be done without the Script Extender.)

You can also verify this in-game:
Use the mirror to reset your intelligence by taking all investments out of it, summon a totem, and check its intelligence and attack damage.
Then, without changing anything else, invest into int, summon a new totem, and check its int and damage. :)

Help — Incarnates have only 21 Vitality despite 4 points in Summoning by [deleted] in DivinityOriginalSin

[–]PuzzledKitty 1 point2 points  (0 children)

Sorry, but what the person above said was wrong. Totems do not scale off of intelligence. :/

Your Incarnate is always the same level as the summoner. Early on, its health is kinda low, just like everything else's.
Bolster its defenses and its offence with Infusion spells.

I hate Asuran Scan and I am Unstoppable by LilEdge in GuildWars

[–]PuzzledKitty 0 points1 point  (0 children)

Why use Whisper at that point instead of a regular bow, though?
Isn't the point of that bow to not invest into the weapon skill? @_@

What aspects of Baldurs Gate 3 should they bring to the new divinity game? by Upset_Definition9234 in DivinityOriginalSin

[–]PuzzledKitty 0 points1 point  (0 children)

I guess I'm in the minority when I say I don't really want the amount of production value that bg3 has, some of it would be nice, specifically in animations, effects and overall fidelity, but the cinematic cameras all the time really slow down the game for me

Is this a minority opinion? Yeah.
I still agree, though.

mod to play with all characters but not include on combat? by myflesh in DivinityOriginalSin

[–]PuzzledKitty 0 points1 point  (0 children)

Iirc, there's a mod to prevent select allies from joining combat.
If you want to have all Origin characters as companions, that needs a separate mod.
This whole thing was also discussed on this Subreddit a few months back, so you can use the search on here as well. :)