Larian Banner: Baldur's Gate Patch 9
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When Shadowheart takes the initiative to talk to another character on the road, she will be interrupted by her wound.
When a player clicks on another character to start a conversation, teammates' chat will also be interrupted.
Moreover, chatting will not continue after it is interrupted, which greatly affects the gaming experience.

Last edited by ASDLWLP; 21/10/24 02:55 PM.
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I also find this pretty annoying. I'm not sure how fixable it is, but I would love for it to be fixed. Support!

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i hate this & sent feedback to larian multiple times about it lol. Now i just walk very slowly everywhere and stop walking when dialogue starts to trigger. I think they did fix it a little bit in the recent patch bc her wound was nowhere near triggering as much as it did for me in patch 6

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Yeah it's quite bad design.

The moment any idle conversation starts I always immediately slam the brakes and let it play out, because absolutely everything interrupts them.

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Is this talking about party banter? I keep missing banter because I move the camera too far away. I stop everyone and try to zoom in if I realize something has triggered. Some of the banter is really enjoyable, and it's a shame to miss it.

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Yeah there are plenty of moments where banter trigger is located few meters before some other potential dialogue event and quite often after the first sentence the rest of their chat is cut off. Outside of that it would be convienient to have different audio slider for companions and npc chatter, when u move camera away in lower city u can barely hear your companions while hearing the cacophony of repeated npc dialogues.

Last edited by S_76; 22/10/24 12:48 PM.
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A related irritator is banter overlapping the narrator. It happened for instance in Rosymond when I read the plaque on Lathander's statue. The narrator starts reading, the text appears on screen, and immediately after that, one of the companions comments. So you hear the two at the same time and the companion's text is written over the narrator's, leaving an unreadable jumble. Only after everything's quieted down can you go to the combat log and read what was said here by everyone.

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My "favourite" place of jumbled banter is discovering the UD through the spider pit. Companion banter (or Shadowheart's UD comment), the earthquake comment and discovering the shattered bones all happen more or less at once.It's a great mess.

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I was so disappointed when getting to Act 3 in my last playthrough to find Shadowheart’s wound complaints were still interrupting banter. I hadn’t come across that since my first playthrough (Shadowheart unfortunately didn’t make it to Act 3 in my intervening run) and had assumed this would have been fixed by now. It puts me off having Shadowheart in my party which is a pity.

Lower priority for me, but I agree it’d also be good if there were also some way to prevent banter getting cut off by other events. Even if the audio is too tricky to sort out, it’d be great if the full subtitles were printed to the combat log straight away so we could at least read what we’d missed.


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Originally Posted by The Red Queen
Even if the audio is too tricky to sort out, it’d be great if the full subtitles were printed to the combat log straight away so we could at least read what we’d missed.

This sounds like a great solution! I imagine that would be easier than figuring out how to stagger audio. Though if Larian was able to figure it out, that would be the ideal.

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Originally Posted by jessiemeows
i hate this & sent feedback to larian multiple times about it lol. Now i just walk very slowly everywhere and stop walking when dialogue starts to trigger. 6


I do this as well and is the only solution I have ever found for the issue.


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