Baldur's Gate 3

Baldur's Gate 3

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spider Sep 21, 2023 @ 11:30am
Siding with nere is completely broken, don't do it.
Every time I have sided with this stupid elf, after the fight is concluded, one of the dueregar down here says that one of the enemies in that fight I just did was a guard, which makes nere turn hostile to me.

keep in mind this quest is one of the only time sensitive ones you're going to run into in act one, and the game also does not actually explain in any kind of useful manner that the quest is time sensitive. it's still pretty doable even on tactician with spellcasters that are out of spells. you can do the fight pretty easily like that, even.

the problem is that the game is messed up. the last time I tried to side with nere, my UI broke and the game wouldn't even let me go into the ESC menu to shut it off. Had to alt-f4.

so if you're going to side with nere, I know the game says that you can do it, but it's broken and you shouldn't. This is a PSA, since I've already submitted a bug report for this and the fact that the game doesn't pause but I highly doubt anything will ever be done about it. So for the time being only side with nere if you also plan to just kill everyone down there because none of that functions at all.
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Showing 1-15 of 33 comments
Lil brekky Sep 21, 2023 @ 11:55am 
Also dont push Nere into lava or youll be locked out of a quest for which you need to cut off his head to prove completion. Surely I could dump his whole deep fried corpse and signature gear at the questgivers feet... alas...
アンジェル Sep 21, 2023 @ 11:55am 
Originally posted by Lil brekky:
Also dont push Nere into lava or youll be locked out of a quest for which you need to cut off his head to prove completion. Surely I could dump his whole deep fried corpse and signature gear at the questgivers feet... alas...

They want it as fertiliser.
desrtfox071 Sep 21, 2023 @ 11:59am 
The game does give a warning regarding the time sensitive nature of the quest. If you have the quest, and venture into the Grymforge area and then try to go to camp, you get a warning explaining quite clearly that doing a long rest will cause serious issues to the results of the quest.
spider Sep 21, 2023 @ 12:03pm 
Originally posted by desrtfox071:
The game does give a warning regarding the time sensitive nature of the quest. If you have the quest, and venture into the Grymforge area and then try to go to camp, you get a warning explaining quite clearly that doing a long rest will cause serious issues to the results of the quest.

cool except I actually had time pass forward when I moved to a different area and not from resting. same concept except it was because I had sent some explosive to camp and had to go get it.

guess why that might be a problem for some people? I was trying to help those folk.
Baldurs_Gate_2 Sep 21, 2023 @ 12:04pm 
I side with nere and start attacking my allies. So both parties get reduced and i kill off the ones that survive in the end.
Jäveln Sep 21, 2023 @ 12:06pm 
you can actually long rest before gonig to the cavein part to free nere he will talk to you telepathicly and thne you can go for it
spider Sep 21, 2023 @ 12:06pm 
Originally posted by Baldurs_Gate_2:
I side with nere and start attacking my allies. So both parties get reduced and i kill off the ones that survive in the end.

that's awesome but what I was saying is actually trying to side with nere like the game says you can is what is broken.

like, every single variation of events that I can try from my save ends with a guard deciding that one of the enemies was actually a crime to fight and then nere goes hostile and can't do anything about that. it's like the game thinks you did a crime. I don't know how more clear I can be about this.

this game will not allow you to side with nere.
Gregorovitch Sep 21, 2023 @ 12:17pm 
Originally posted by THE LEGENDARY DARK KNIGHT SPIDER:

keep in mind this quest is one of the only time sensitive ones you're going to run into in act one, and the game also does not actually explain in any kind of useful manner that the quest is time sensitive.

It does actually, but it doesn't do so explicitly. It just reminds you periodically that the tunnel looks like it's going to imminently cave in.

Personally I do agree this is a bad design choice. The reason is that there have been thousands of quests written for cRPGs over decades with quest givers imploring you of the urgency of their situation and in almost 100% of cases it doesn't matter two hoots when you get round to doing it.

It follows that if you want to put time limit pressure on players to get a specific quest done then you have to be explicit about what the time limit is. I know the writers in this case didn't want to do that because, like, who could possibly know exactly when the tunnel in question is going to fall in etc, but because of this training we all have that unless told specifically otherwise (like in minutes, hours, days, weeks, rests, whatevers) then we can always do the thing when we want to.

I think in this case the tunnel goes down after two rests after arrival at the area. The game should tell you that. I couldn't complete this because I did the forge first and needed a rest after Grym. When I got to the Nere situation I had nothing left and needed another rest. Another rest triggered the default tunnel fall. Not that it matters that much unless your doing an evil playthrough but it's still jank.
spider Sep 21, 2023 @ 12:19pm 
Originally posted by Gregorovitch:
Originally posted by THE LEGENDARY DARK KNIGHT SPIDER:

keep in mind this quest is one of the only time sensitive ones you're going to run into in act one, and the game also does not actually explain in any kind of useful manner that the quest is time sensitive.

It does actually, but it doesn't do so explicitly. It just reminds you periodically that the tunnel looks like it's going to imminently cave in.

Personally I do agree this is a bad design choice. The reason is that there have been thousands of quests written for cRPGs over decades with quest givers imploring you of the urgency of their situation and in almost 100% of cases it doesn't matter two hoots when you get round to doing it.

It follows that if you want to put time limit pressure on players to get a specific quest done then you have to be explicit about what the time limit is. I know the writers in this case didn't want to do that because, like, who could possibly know exactly when the tunnel in question is going to fall in etc, but because of this training we all have that unless told specifically otherwise (like in minutes, hours, days, weeks, rests, whatevers) then we can always do the thing when we want to.

I think in this case the tunnel goes down after two rests after arrival at the area. The game should tell you that. I couldn't complete this because I did the forge first and needed a rest after Grym. When I got to the Nere situation I had nothing left and needed another rest. Another rest triggered the default tunnel fall. Not that it matters that much unless your doing an evil playthrough but it's still jank.


keep in mind it isn't only rests but if you travel away from the area that counts too.
rservello Sep 21, 2023 @ 12:21pm 
So what I found was that if you side with him he makes you fight the Duagar alongside him...and he usually dies. If you oppose him you have to fight them and him. So what I did was. I set up a giant barrel bomb but didn't but any powder barrels by the entrance. Blew the place to hell and back then after clearing out the remaining living enemies I blew up the entrance. If you then approach him he's hostile. BUT if you go to camp it will trigger the cut scene of him talking to you thru the rock (even tho it's already blasted...LOL). Then when you come back he's standing there and it triggers a cut scene where he says, everyone else is dead but here you stand, what happened. I told him they revolted and killed each other...he's cool with that and he tells me to go see Balthazar.
spider Sep 21, 2023 @ 12:22pm 
reminder that it isn't that the quest is time sensitive at all that is any part of the issue and I'm not sure why you guys are latching onto that. Also I said it wasn't explained in a USEFUL manner which is true. you aren't going to know the quest is ACTUALLY time sensitive until you've lost at least some time. there is no way around that.

The main problem with this quest is that IT IS BUGGED. Siding with nere, telling nere you will "take their heads" like he says? makes the game think you did a crime. So the point of this thread is to let people know that even if the game tells you that something is an option, save beforehand because sometimes the game is just broken and doesn't work adn you won't know until you're 100 hours in.
spider Sep 21, 2023 @ 12:59pm 
Originally posted by rservello:
So what I found was that if you side with him he makes you fight the Duagar alongside him...and he usually dies. If you oppose him you have to fight them and him. So what I did was. I set up a giant barrel bomb but didn't but any powder barrels by the entrance. Blew the place to hell and back then after clearing out the remaining living enemies I blew up the entrance. If you then approach him he's hostile. BUT if you go to camp it will trigger the cut scene of him talking to you thru the rock (even tho it's already blasted...LOL). Then when you come back he's standing there and it triggers a cut scene where he says, everyone else is dead but here you stand, what happened. I told him they revolted and killed each other...he's cool with that and he tells me to go see Balthazar.

dude that's so intensely frustrating. I've done every variation I can think of BEFORE the fight starts with the singular exception of "kill literally every single person who isn't caved in" which I think is what you're suggesting to do.

if you don't talk to the rebel leader dueregar, every single deep dwarf goes hostile when nere comes out. so nere goes hostile at you too, because you killed "nonhostile" guards. I found that I had to talk to the rebel leader, decide to support him, destroy the arcane eye, then betray them when nere comes out to get any of that to function as it seems to be intended to function.

and then after that fight anyone who isn't in the immediate area accuses you of assault and murderhobo behavior the second the fight ends, nere goes hostile, save ruined.

hopefully if I try your way my UI won't break and prevent me from doing anything in the game again.
Dunning Sep 21, 2023 @ 1:12pm 
Seems there are a few issues with this encounter. I sided against Nere and that somehow broke my Oath - I didn't even kill anyone that was mind controlled.
Lans Sep 21, 2023 @ 1:14pm 
Originally posted by THE LEGENDARY DARK KNIGHT SPIDER:
Originally posted by rservello:
So what I found was that if you side with him he makes you fight the Duagar alongside him...and he usually dies. If you oppose him you have to fight them and him. So what I did was. I set up a giant barrel bomb but didn't but any powder barrels by the entrance. Blew the place to hell and back then after clearing out the remaining living enemies I blew up the entrance. If you then approach him he's hostile. BUT if you go to camp it will trigger the cut scene of him talking to you thru the rock (even tho it's already blasted...LOL). Then when you come back he's standing there and it triggers a cut scene where he says, everyone else is dead but here you stand, what happened. I told him they revolted and killed each other...he's cool with that and he tells me to go see Balthazar.

dude that's so intensely frustrating. I've done every variation I can think of BEFORE the fight starts with the singular exception of "kill literally every single person who isn't caved in" which I think is what you're suggesting to do.

if you don't talk to the rebel leader dueregar, every single deep dwarf goes hostile when nere comes out. so nere goes hostile at you too, because you killed "nonhostile" guards. I found that I had to talk to the rebel leader, decide to support him, destroy the arcane eye, then betray them when nere comes out to get any of that to function as it seems to be intended to function.

and then after that fight anyone who isn't in the immediate area accuses you of assault and murderhobo behavior the second the fight ends, nere goes hostile, save ruined.

hopefully if I try your way my UI won't break and prevent me from doing anything in the game again.

Even when I did this fight in the "good" path (kill Nere) the dwarves bugged to hell and back.

"Help! I'm being attacked!"
"My friends will avenge me!"

After all siding with Nere and going hostile on me of course. I think it's just an issue with the dwarves themselves, always being considered innocent bystanders, even as they actively engage and attack you
spider Sep 21, 2023 @ 1:18pm 
man I really hate that this is actually a legit bug and I'm not just being mean. I hope this is fixed because I don't enjoy thinking things like "dude how did all of those people who definitely did QA this game not notice this? was it noticed?" because I don't even work in the industry and am mostly just upset that I spent three hours trying to get this to work just for every single way I've tried to do this to fail on me.

between that and the pretty long load times it really strangles one's ability to actively enjoy their time spend with this game. that sucks, because the game is actually really good. i don't know how much one can expect the devs to fix things, as far as I can tell there's both good communication between the bugs in this game and also zero communication whatsoever and nobody can tell what the hell is going on at any time.
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Date Posted: Sep 21, 2023 @ 11:30am
Posts: 33