Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Yep, you just need to google. You can find out about people trying and confirming both here and on reddit.
Honestly, for how popular this change is, it seems like the development team seem to have really half-assed it.
Yeah, I totally agree. I would use the mod but I'm worried about future updates making them not compatible.
True. Update 5 seems to brick your save file if you disable any mods, though there are apparently workarounds. And there has been mixed feedback on how the mod works in Update 5. But even so, that mod maker put more effort into hacking that recruitment method into the game than the developers did with full-on developer tools.
Could we at least get an update where EVERY means of knocking her out works, rather than just one specific edge case?
Giving everyone options is cool, but when yous strip the exclusivity tr options become less meaningful.
It's cool that Larian listens to player feedback though, can appreciate that.
I'll personally still only recruit her when I'm doing an evil run, no harm no foul
Why do you need incentive to go for evil routes, though? This is not a trap, it's a genuine question. The only reason I can see for people to go for evil deeds is to roleplay as a bad person, in which case that's its own reward. If one didn't want to do an evil playthrough but were coerced with rewards, that sounds like a terrible experience for the player. Evil playthroughs are not for everyone, and I don't believe there should be exclusive incentive for it.
And just for the record - my opinion on the matter is not restricted to evil. I'm equally not a fan of offering exclusive rewards for super high difficulty settings or super rare achievements. Bragging rights, sure, but not actual practical rewards. The game benefits nothing from pushing players into playing in ways they don't enjoy. That virtually guarantees dissatisfied customers.
I tried using NLF on her. And when I transitioned to an area, and then back to look for her, she was gone. The blood was still there though. So not sure if the game had her flagged as "killed". Then again, wasn't sure if she was marked "temporarily hostile".
I am talki about different moral choices the player makes having a more exclusive impact overall in their playthrough mate.
If all you get for evil choices is a short term different dialogue or cutscene, that's a pretty badly designed "choices matter" system.
This is the issue with starfield for example, everything still pans out the same and all you get is meaningless extra dialogue options and responses.
Minthara isn't a reward, but rather she made the playthrough feel different. It made that initial choice on te grove attack have consequences.
Next I could see people asking for Wyll and Karlach to sill stay in your camp even if you decide to murder the grove.
All I expect is for consequences to your choices to be exclusive, even though I dont have an issue with some rewards too (I mean the game has several instances where rewards are dependent on choices already).
But my point was keepi it feeling unique, instead of streamlining everything :/
It doesn't make sense for her to only be able to be gotten if you make her temporarily hostile by stealing or just attacking her without talking to her. Or whatever other work around people are doing right now.
If there’s blood, it means she’s dead.
I just wanna say.. Preach! Thank you for wording that sentiment better than I could have.
I am fine with living with my choices and consequences there of but missing out an entire companion or losing three others to gain a single one.. That feels like I'm missing out either way. (Yes, yes, replayability and all that.. But that is also not everyone's cup of tea) Not too mention that storywise Minthara is primed for a redemption arc.
In an ideal world an RPG would be tailored in a way that you can have evil companions in a good playthrough by changing & redeeming them and on an evil playthrough you have those same companions be all jolly right next to you while committing atrocities.
I suspect we fundamentally disagree on how much choices need to matter. Personally, I'd rather choices were purely cosmetic. Adding gameplay and content-access consequences adds extrinsic considerations to those choices. It means I have to go look up quest spoilers on the Wiki to figure out what effect each choice has, and usually pick whatever one matches the effect I want.
When choices are consequence-free, on the other hand, I can pick whatever seems "right" at the time without any other considerations. "Right" doesn't have to mean "good", just the correct answer for whatever type of person I want my Avatar to be. It's like cosmetic choices. Let's say I want to play a Dragonborne with an ice dragon lineage. Normally, that would have to be a Silver Dragon or a White Dragon, which limits skin/scale colour. However, the game lets me optionally disregard this, pick a White Dragon and just use a skin/scale colour from another lineage. I get to look how I want AND get the gameplay consequences I want.
With Minthara, this wasn't the case. The only way to get her was to be evil (well, "not good") which I don't want. For me, that was missing content which I was never going to experience. I don't think the value added in making the Evil Playthrough unique is worth the value lost in all other playthroughs. Companions are simply too valuable for this.
Yes, but I'm not convinced any of that is a good thing. I get the value of individual playthroughs not being identical. Remnant does this by randomly rolling only SOME of its full body of content with each campaign. I'm just not convinced that consquences on this scale are a good thing. I would prefer to have one enjoyable playthrough over two sub-par ones.
To go back to Remnant for a second - that game gets around that issue via persistence. The player is expected to go through dozens of full runs, but retains all items acquired. I could help the Custodian pilot N'erud, or I can destroy the entire world. One is good, one is bad, but I get to keep the rewards for each in subsequent playthroughs. I don't get to keep Minthara on my second run of Baldur's Gate just because I helped her raid the Grove in the first, for example.
And I would support that, for the exact same reason. Again - I can convince Leizel to become a Mindflayer, but I can't convince Kharlak to stick around with me in an evil run? I'm not opposed to companions leaving the party when the player does something they find reprehensible, but I would like for the player to be given a skill-check to prevent that.