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#944385 25/06/24 10:14 PM
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ldo58 Offline OP
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It's there since EA, you have a doorway or passage and click on the floor behind it, but you're actually clicking on the passageway area at some height, so it looks like you"re on the floor behind it but you're not. And then the door closes, or instead of going through the passageway, you just turn back to where you were.

Very annoying, but now I stumbled upon a variant that is more than annoying. I wanted to cast cloudkill in a passage behind an open door, and the skull icon was visible on the floor where I wanted it. But the door bug intervened and the cloudkill materialized on the doorway and thereby, on my own party. It kind of sucked.

Please can you fix this in patch 7 ?

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approvegauntlet

Would love to see this fixed too, as it's especially annoying when a ranged character is unable to shoot anyone on the other side because of the bugged doorframes.

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ldo58 Offline OP
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Yea when the camera is positioned slightly behind the doorway/passageway, all the floorspace you see in front of you is actually doorway space. So you must advance the camera through the door to be able to target anything be behind it. But in the heat of a battle , chances are high you forget and blam you cast a AOE spell in your own back.

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Originally Posted by Crimsomrider
approvegauntlet
it's especially annoying when a ranged character is unable to shoot anyone on the other side because of the bugged doorframes.
But the enemy CAN - now THAT's what I call ANNOYING.
Originally Posted by ldo58
Yea when the camera is positioned slightly behind the doorway/passageway, all the floorspace you see in front of you is actually doorway space. So you must advance the camera through the door to be able to target anything be behind it.
My copy of the game tells me: line is blocked - or words to that effect ...

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That's not strictly a "door" issue but a camera one.

The game applies transparency to things covering the camera/player view, but it doesn't negate their tangible presence (or in other words their "clickability").

It'ts the same when you have, say, a rock formation or a stone arc and then you click on the ground in front of you and the charcters start running back and attempting to climb said rock formation/stone arc.
It's incredibly annoying and I'm not sure why they never did anything about it... But then one remembers that this is the same studio that thinks the "chain system" is a great way to control a party and everything falls in place.

Don't get me wrong... Despise my occasional bitching about the things I don't like I still think that BG3 has been a phenomenal achievement, overall.
But when it comes to quality of life and inventory/UI, there are so many ways they could make the experience smoother and more enjoyable if only someone in charge took the issue at hearth.


Party control in Baldur's Gate 3 is a complete mess that begs to be addressed. SAY NO TO THE TOILET CHAIN
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ldo58 Offline OP
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Yes, sometimes you can see that you're pointing halway up a door-opening and not on the floor behind it, but sometimes you can't. I think the devs and testers at Larian just know how to manouevre to avoid mistakes and do this instinctively, and they cannot picture how frustrating it can be for someone who doesn't have that "inside" knowledge. Otherwise, I really cannot imagine that their own testers would let this pass.

Last edited by ldo58; 28/06/24 04:33 PM.
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More of a structural issue than a bug. I just assume we are well past the time when any improvements are possible with problems like this.

Embrace it and consider it to be a case of the enemy having a unique “shield of dooring” ability. No worse than unstoppable.

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The thing is this bug was not present during Early Access up until Update #8 (August 2022) and its following hotfixes released, which were a technical disaster that broke so many aspects of the game at the time.

Such as keybindings no longer working for the hotbar, doors no longer opening and closing properly, the game not remembering the state of doors either, 'Examine' crashing the game, NPC scripts sometimes not working, Lump and his Ogres forcefully despawning mid-combat if they turn hostile after being persuaded, Arka and Memnos not spawning due to certain triggers, dialogue bugging out and being replaced with '1. Continue', getting stuck in dialogue without an option to leave, companions refusing to follow the party etc...

Larian delayed fixing some of these issues up until the game's very release (such as the keybindings), some were still present during the initial release (such as companions not following the party and being stuck in dialogue), but unfortunately some are still present even a year after release. The buggy door states and the "1. Continue" bug being the more notably annoying ones for me.

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ldo58 Offline OP
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I encountered a variant just now that I've not seen before. Latest patch & hotfixes. Act 2, Moonrise towers. Gale is in Ketheric's throne room downstairs. The big double doors to the entrance hall are wide open and 2 absolute warriors are on the other side. Gale wants to cast an AOE spell on them, but it won't "fix" on them. Neither Fireball nor icestorm. He then tries a magic missile on one of the two. The victim "lights up" (red contour), the circle is shown that counts down the magic missiles, but clicking the mouse does not trigger them. The victim is in sight, there is no message whatsoever saying why the missile can't be fired.
I turn to another enemy on my side of the door and this works normally.

Fights are tough enough without this kind of sabotage. Especially when you spend some time deplying you characters over the place for tactical advantage.

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Beautiful example of the buggy doors.

Sneaking up on the Githyanki, Wyll can't cast a surprise eldritch blast because the door opening blocks the way.

[Linked Image from i.imgur.com]

But they can still sneak 50 cm further on,to pass across the door opening , and then the spell can hit target.

[Linked Image from i.imgur.com]

Please avoid this in your future games, Larian.


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