Divinity: Original Sin 2

Divinity: Original Sin 2

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onPoint Sep 28, 2020 @ 1:13pm
Teleporter Pyramid issue "restricted area" --- spoiler-ish
alright boys. Think it may be a bug but one of my pyramids (red) seems to be permanently grayed. It cannot be used anywhere on the map and character says same message as if she were on Lady Vengeance. Nor cannot it be used to teleport to. The other three work fine when the red doesn't.

- I have all 4 pyramids and currently on Nameless Isle.
- I have placed two on the map strategically and one each on my party, I run a duo.
- All other three pyramids work just fine.
- I believe this started after I recruited a generic character from the lizard recruiter on Lady Vengeance. It worked fine when it was on Fane during the beginning of Nameless Isle.

I've tried taking it onto Lady Vengeance and hopping off it but it' still grayed out. Really don't want to pick up the other two..

Anything else I should try?
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Showing 1-9 of 9 comments
Chaoslink Sep 28, 2020 @ 2:01pm 
If you don’t frequently split up your two characters, just keep playing and see if the act 4 transition fixes it. The only inconvenience there is that only the one character can initiate the teleport. If you want to go back and forth, unchain and teleport, then magic pockets the pyramid to the other inventory then port back with the one on the ground.
DrunkPunk Sep 28, 2020 @ 2:06pm 
Originally posted by Chaoslink:
then magic pockets the pyramid to the other inventory then port back with the one on the ground.

you don't even really need to do that, you can use pyramids from the inventories of other characters
onPoint Sep 28, 2020 @ 2:08pm 
Companion really is just a pack mule, barterer and lucky charm and occasional battle support. She carries my ornate chest that weighs about 48k units lol.
onPoint Sep 28, 2020 @ 2:12pm 
Originally posted by Chaoslink:
If you don’t frequently split up your two characters, just keep playing and see if the act 4 transition fixes it. The only inconvenience there is that only the one character can initiate the teleport. If you want to go back and forth, unchain and teleport, then magic pockets the pyramid to the other inventory then port back with the one on the ground.

EDIT: misread your reply.

Sorry of I wasn't clear. The red one doesn't work as a destination either. I just ended up picking up one of the other ones. It's bricked.

I only roll 2 deep. Companion is a pack mule, barterer, persuader, and lucky charm. She carries my ornate chest that weighs about 48k units, so yea, she gets left behind all day long lol.
Last edited by onPoint; Sep 28, 2020 @ 3:03pm
Chaoslink Sep 28, 2020 @ 5:56pm 
Originally posted by DrunkPunk:
Originally posted by Chaoslink:
then magic pockets the pyramid to the other inventory then port back with the one on the ground.

you don't even really need to do that, you can use pyramids from the inventories of other characters
Given the situation, one working pyramid and two placed in areas of interest to teleport to and the last one not working, the need to swap the one working inventory pyramid around is necessary to be able to return back to the original position when teleporting around. In most cases you'd be right, but not necessarily in the context of this specific situation.

Originally posted by anhPoint:
EDIT: misread your reply.

Sorry of I wasn't clear. The red one doesn't work as a destination either. I just ended up picking up one of the other ones. It's bricked.

I only roll 2 deep. Companion is a pack mule, barterer, persuader, and lucky charm. She carries my ornate chest that weighs about 48k units, so yea, she gets left behind all day long lol.
Right. My point however, was that if you wanted to keep the two locations you placed pyramids at to have easy access to them, you can still port around and return to the spot you were originally at through that method. If the second character still follows you around and you want to be able to teleport to them with your character or vice versa, you still need just the one pyramid between your two characters. Just unchain them so they can teleport alone, then have them teleport to one of the other two, then send the pyramid from their inventory to the other character. When you're ready for that character to rejoin the other wherever they are still at, right click the one on the ground they ported to and select "use" so you can teleport to the pyramid you originally used to get to the one you're using. If that makes sense. Its a roundabout way of using the ability to freely send items between characters to simulate each one having their own pyramid despite it being the same one. You just have to be at one of the other two to do it. It isn't too different than having one on each character.
onPoint Sep 29, 2020 @ 1:17am 
Oh well damn. Now I know you can use them without picking them up. Lol. Gotcha thx.
Chaoslink Sep 29, 2020 @ 2:05am 
Yup, they're handy little things. Its also fun to throw them long distances to spots and teleport your whole team at a time when you have 4 characters rather than going one by one and stuff like that. I think my favorite use is the act 4 thing with the barrel though. Such a clever tactic.
onPoint Sep 30, 2020 @ 11:24pm 
Definitely. With high telekinesis, almost no distance you can't make.

Also transitioning to act IV fixed the weird bug with that pyramid.
Chaoslink Oct 1, 2020 @ 12:05am 
Yeah, I assumed it might. At the end of every act the pyramids will teleport back into your inventory on their own as a sort of reset, that way you can't lose them or try teleporting back an act. My guess is that you bugged the pyramid somehow and the act change reset fixed it.
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Date Posted: Sep 28, 2020 @ 1:13pm
Posts: 9