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What it says in the title. The party is running along, one member detects a trap and even calls out a warning, but the party members blithely run on and trigger said trap. This is my single biggest frustration with party movement, and unlike most other crpg's I've played. This has caused me to reload games more than any other thing.

Please make the default behaviour that party movement stops upon detection of a trap.

Joined: Sep 2015
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This would be good, but it would not be enough.

I had two other problems on top of it.
- My group detected a trap and stopped before the trap. When I told them to walk away from the trap they walked in a way that they triggered the trap anyway.
- I detected a trap, then I saved the game. I told my trap guy to disarm the trap but he failed. I reloaded and the trap triggered automatically when the game was loaded.
I saved the game in a position where my chars have detected the trap and they were standing around just fine, not when my trap guy went closer for disarming.


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hmmm.... it would be perfect if it was like this: the first character notices the trap, and sort of gives a signal to the others - then attentive characters from the group (with wisdom 14 and above) react and stop. And characters with low wisdom, they are so inattentive that they continue to walk into a trap. And if there is a wizard-predictor in the group, then he bypasses the trap that has not yet been found... But I think it's too much


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The problem as well is that often by the time the perception roll check goes up you're about to step on the trap through sheer momentum. Perception checks should have a larger radius. Companion AI pathing should also see the marked trap and never try to path over it even if its path is obstructed by another NPC.

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This is a common request, but it's a good one.

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Just make it like in BG1/2/etc if character found trap put all in step-by-step mode automatically. This prevents party members from moving

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Yes please!

Joined: Sep 2017
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yeah, missing that pause over circumstances options from BG 1\2. In BG3 you usually spotting a trap just a 0.5 sec before ativating it while moving.

Last edited by Sergey Butsenov; 13/09/23 09:25 AM.
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I really miss the "pause on... (trigger)" from other games, like Pillars of Eternity. Actually, I just miss pausing in general. Why can't we pause, Larian?

I guess automatically switching to turn-based would be fine (since that makes everyone stop moving), but why can't we pause in single-player mode?

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I get a laugh at "there's a trap" voice over right as they walk into it.

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It doesnt help that the characters in BG3 really only detect traps if they stand right next to them.

And yes any general EVERYBODY STOP WHAT BS YOU'RE DOING RIGHT NOW button would be great.

Like some **&§)%/""/!!!! character shows me they will run this way, but when I click then run the other way, right through the fire or whatever thats there.

Joined: Dec 2022
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This is certainly an issue, but I never having this issue too often because I usually walk carefully especially within dungeon and I can right click to make all my char stop whatever they're doing.

Now that i finished the game twice, I already know where traps are, it's no longer a problem.

Last edited by Dext. Paladin; 14/09/23 03:28 AM.

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