Larian Banner: Baldur's Gate Patch 9
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I just did the harpy fight for the first time on the new patch. When it was done, the little kid walked past my PC (warlock Cha 16), Gale, and Shadowheart and decided to start talking to Lae'zel.

What the hell, man. Why? Why do you make us put up with this really irritating crap mechanic?

We are a party of adventurers with a party leader/face. Why does Larian insist on making a random character speak for the party at every single encounter with dialog? Let us choose the )(@*#&U$(#@*&$ character who is going to talk. PLEASE!

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Yeah, the proximity dialogue is pretty terrible in BG3. Often ignoring the main character and pulling in someone else randomly into a conversation. My breaking point was when Mayrina pulled Lae'zel to talk with her, who couldn't care less about her situation, thus utterly shattering my immersion which started my very first thread on the forum because of how bad it is.

Hopefully they rework it or improve it because I cannot imagine playing the full game with the proximity dialogue like this.

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Yeah, I even replied to your thread back when you made it. I've been bugging Larian about this for two years now. It is, by far, the single most irritating choice they've made with regard to the R aspect of the RPG. All the feedback I've received from Larian has basically been "this is how we want to do it," but I can't really understand why they'd inject something so completely, 1-sided negative to the user experience into their game. It's baffling.

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Agree! I would like the option of having dialogue that starts automatically go to the pc.

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It's probably just because of early access that they didn't improve it, because so far there were no quality of life changes nor improvements whatsoever to many aspects of the game.

Inventory management is terribly basic and lackluster, putting items into backpacks causes them not to be registered, proximity dialogue ignoring a character if you're too close to the NPC and so on. Unfortunately so many things need quality of life improvements, which at this point we won't see until the game releases. So I sure hope that between now and release they will be working on improving and making certain aspects more intuitive and user-friendly.

Otherwise these will become major issues upon release for a lot of people. I mean, even now it's a big issue for a lot of people. Quality of life improvements have a huge effect on how a game is experienced.

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Agreed this is a stupid and annoying mechanic. I want my “Tav” to be the face of the party, unless I dont. Have a toggle to select the party face. I get it, if the Tav PC is downed or dead but not like it is now.

BTW Thanks BG3 team for the Oathbreaker! I know these issues need polish (and some makeovers), but to get a role play feel for my Oathbreaker, I have got to be able to get those dialog options…

Last edited by avahZ Darkwood; 18/12/22 01:47 PM.
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But Is this really a quality of life issue though?
Thats putting it VERY lightly; For a game thats extremely story/character driven. Fix this ASAP Larian.

Last edited by Count Turnipsome; 18/12/22 05:48 AM.

It just reminded me of the bowl of goat's milk that old Winthrop used to put outside his door every evening for the dust demons. He said the dust demons could never resist goat's milk, and that they would always drink themselves into a stupor and then be too tired to enter his room..
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Also all the main character skipping has made me realise how much more dialog orgin character get to the base custom like walking in to goblin camp door i had shadowheart selected by accident and she did a little cut scene and tge voice over told me she did a prare to shar, if i played a cleric i very much doubt the voice over would do the same for my custom clerics god

The orgin system really screws the main character, it feels like so much less effort has gone in to custom

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I thought that might have been fixed because there is the new "Autoselect character after combat" options. But, apparently, it doesn't affect this.

This is indeed something that I would love to see improved. Same as passing ability checks to another companion during conversations.

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Yes, it should be changed. I guess its connected to co-op but on single player this need to be adjusted

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What makes it worse is that in the case of the fight with the Hag and the liberation of Marinya. The dialogue starts automatically and you can't save. So if you forget to save before you kill the Hag, get mis-clicked in the dialogue with Maryna, you're screwed if you have to completely re-fight your way through again. Or better you trigger the cutscenes only when you address the NPC yourself, then you still have time to save.

+1 and same to on Crimson's thread, which I also commented on at the time.

Last edited by Lotus Noctus; 18/12/22 01:48 PM.
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Originally Posted by Lotus Noctus
Or better you trigger the cutscenes only when you address the NPC yourself, then you still have time to save.

Honestly, I would be fine with that as well. If the lack of time or ressource would prevent other ways to correct this issue, this should make it an easy fix.

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OP - may I ask where in the chain order was Leaz?

I honestly almost never run into that issue anymore - but my avatar tends to be at the top of the chain. I think the only times I had wrong person engaged was when characters where unchained. I suspect that the game might treat the leader of a chain as a avatar, and talk to the nearest "leader" if character are sperate or grouped into smaller chains.

That said I did no testing and my I pression might be completely wrong. That said it's been couple patches since I run into the issue.

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I can answer that since I did a lot of testing when it comes to proximity dialogue and it's not about how they're chained.

Basically the NPCs have a radius around them for proximity dialogue. As soon as you enter their circle or if you're already in it, you'll be pulled into a cutscene. However some NPCs such as Mayrina or Nadira (Tiefling Soul Coin lady) exhibit a minimal radius in which they will ignore you if you are too close to them and instead pick another person.

To better illustrate this, here is a visualization of the issue;

[Linked Image from i.imgur.com]

And here is a video showcasing this radius;



Notice that in the video my main character is next to Mayrina, Lae'zel is further away and Shadowheart is standing next to the Possessed Gnome lady that we save (you can see her on the minimap). However Mayrina will ignore my main character and the Possessed Gnome lady will ignore Shadowheart. Instead she pulls my main character from across the room into a conversation and Mayrina pulls in Lae'zel.

In OP's case however, Mirkon strolled by their main character because Mirkon usually runs away in that quest and he won't trigger a proximity dialogue if he is too far away from his original location. However once he starts walking back and eventually gets there, he will pull in whoever is closest to him. Which is also something I've experienced.

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Thanks @Crimsomraider


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