Baldur's Gate 3

Baldur's Gate 3

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Skungis Sep 3, 2023 @ 2:02pm
Pets ruin the game
I love this game but the one thing that I will never understand is how NPCs react to pets and wildshapes. If you wildshape or have any non familiar pet, literally every NPC in a 50 ft radius will sprint up to you and scream "go on get!" or "this doesn't belong here", often totally breaking their AI and/or getting them killed because they run so far from where they spawn. With so much attention to detail, I just don't get how something so ridiculous and borderline game breaking could make it through to release. Yes, i have a pet bear, yes my friend is a panther, you're a dragon playing a flute, this should not be confusing to you, get over it. Now I basically have to get rid of every summon if I plan on going anywhere near a friendly NPC and summon them when combat starts.
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Showing 1-15 of 48 comments
Anzaman Sep 3, 2023 @ 2:10pm 
My Wizard has Elemental summon, but for most of Act 3 - I can't even have it out.

Really hoping that they'll change the NPC interactions.
I accauly like it.
Most games ignore my pets.
['w'] Sep 3, 2023 @ 2:45pm 
can you turn of crowd reactivity, does that change anything?
Anzaman Sep 3, 2023 @ 2:49pm 
Originally posted by Maronchan:
Nothing to fix because it's intentional (I'm not joking).
Problem being that having NPC's randomly flee around can break some scenarios.

In both negative and beneficial ways, depending on situation and your urge to exploit the interaction.
HolyGun Sep 3, 2023 @ 2:50pm 
Yeah. I'd like too for this fix. But now I'm just leaving summons behind city and then do my jobs in city and taking them back.
Running and chasing for NPCs or vendors are not fun at all!
Last edited by HolyGun; Sep 3, 2023 @ 3:00pm
Gracey Face Sep 3, 2023 @ 2:56pm 
The funny thing is that I have seen people defending this as "realistic". Because it's "realistic" for everyone who sees an unexpected animal to then follow it forever repeatedly saying "Shoo! Away!" or words to that effect.
HolyGun Sep 3, 2023 @ 2:58pm 
Originally posted by Maronchan:
Originally posted by Anzaman:
Problem being that having NPC's randomly flee around can break some scenarios.

In both negative and beneficial ways, depending on situation and your urge to exploit the interaction.
Use the mod I linked to stop those reactions. Unless Larian decides to change how NPC react, you'll have to rely on mods.
Mods disables achievments...
Anzaman Sep 3, 2023 @ 3:03pm 
Originally posted by Maronchan:
Unless Larian decides to change how NPC react, you'll have to rely on mods.
Was just giving some feedback, as the current design has too many problems. I'll probably start installing mod or two once development settles down.

Can't even imagine playing Beast Master and having to dismiss your (once per short rest) companion every time you go anywhere near friendly NPC. :steamhappy:
Gracey Face Sep 3, 2023 @ 3:05pm 
Originally posted by Anzaman:
Can't even imagine playing Beast Master and having to dismiss your (once per short rest) companion every time you go anywhere near friendly NPC. :steamhappy:

There's actually a marginally easier workaround which is to start a dialogue with whatever NPC is getting upset and then switch character to someone not involved in the dialogue then unlink your pet and then manually walk your pet outside of the NPC's aggro distance.

It's a pain, but it's sometimes necessary.
OyajiBR☕ Sep 3, 2023 @ 3:09pm 
Summoned pets, you mean? Until recently in animal form as druid every time a fight ended and a cutscene started the NPCs didn't interact with my character, now he turns into person to talk and back into animal after the scenes end. Maybe they'll fix that problem you're having in the next updates.
Finrod Sep 3, 2023 @ 4:07pm 
Originally posted by HolyGun:
Mods disables achievments...
And another mod re enables achievements (bg3 achievement enabler)
https://www.nexusmods.com/baldursgate3/mods/668
I have tried it, and for gog achievements it works
It doesn't even really make sense in terms of immersion, because obviously Tav or whoever would just say "Don't worry, that's my summon" etc.
Skungis Sep 3, 2023 @ 5:22pm 
Originally posted by Gracey Face:
The funny thing is that I have seen people defending this as "realistic". Because it's "realistic" for everyone who sees an unexpected animal to then follow it forever repeatedly saying "Shoo! Away!" or words to that effect.
Especially in a world with so many bizarre creatures that people keep as pets, idk why druids in Emerald Grove are so baffled by me having a bear as a pet when they have 2 already. Realistically you'd just explain that it's a familiar and they'll know what that means.
Pieshaman Sep 3, 2023 @ 5:25pm 
its a shame I have to walk around with my silly cat who is weaker than a hamster, while I have this badass lupus optimus that is better with sword attack than any other companion.
but I can't use them or npc run away and quests get bugged cause they not in their place and other stupid stuff I seen happening.
Skungis Sep 3, 2023 @ 5:26pm 
Originally posted by Maronchan:
Nothing to fix because it's intentional (I'm not joking).
That's wild, it's caused NPCs to run directly into traps or enemies because they noticed I have a pet crow or a boar. I guess I'll just have to get that mod but damn that does need to be fixed, it makes no sense and just breaks my game way more than it makes me feel "immersed". Good luck to anyone using pets in act 2 because I've lost so many guards to the darkness when they noticed my bear.
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Date Posted: Sep 3, 2023 @ 2:02pm
Posts: 48